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  1. #1
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    Default Shock the Monkey

    Work in progress . . .


    Character name: Shock the Monkey
    Classes: 18 Artificer, 10 Epic, 2 Sorcerer
    Race: Gnome · · · · · · · ·Alignment: Neutral Good

    · · ·Start Tome
    Str:· · ·6· · 8
    Dex:· · ·8· · 8
    Con:· · 18· · 8
    Int:· · 20· · 8
    Wis:· · 12· · 8
    Cha:· · ·8· · 8
    DR:
    Immunities: Fear, , Magic Missiles

    Heroic Past Lives
    ------------------------------------------------------------------------------------------
    Past Life: Sorcerer(2)


    Class and Feat Selection
    ------------------------------------------------------------------------------------------
    Level Class · · · · · ·Feats
    1 · · Sorcerer(1) · · ·Standard: Insightful Reflexes
    2 · · Sorcerer(2) · · ·
    3 · · Artificer(1)· · ·Standard: Spell Focus: Evocation
    4 · · Artificer(2)· · ·Intelligence: +1 Level up
    5 · · Artificer(3)· · ·
    6 · · Artificer(4)· · ·Standard: Greater Spell Focus: Evocation
    · · · · · · · · · · · ·Artificer Bonus: Maximize Spell
    7 · · Artificer(5)· · ·
    8 · · Artificer(6)· · ·Intelligence: +1 Level up
    9 · · Artificer(7)· · ·Standard: Empower Spell
    10· · Artificer(8)· · ·Artificer Bonus: Enlarge Spell
    11· · Artificer(9)· · ·
    12· · Artificer(10) · ·Standard: Empower Healing Spell
    · · · · · · · · · · · ·Intelligence: +1 Level up
    13· · Artificer(11) · ·
    14· · Artificer(12) · ·Artificer Bonus: Heighten Spell
    15· · Artificer(13) · ·Standard: Accelerate Spell
    16· · Artificer(14) · ·Intelligence: +1 Level up
    17· · Artificer(15) · ·
    18· · Artificer(16) · ·Standard: Quicken Spell
    · · · · · · · · · · · ·Artificer Bonus: Augment Summoning
    19· · Artificer(17) · ·
    20· · Artificer(18) · ·Intelligence: +1 Level up
    21· · Epic(1) · · · · ·Epic Feat: Epic Spell Focus: Evocation
    22· · Epic(2) · · · · ·Epic Destiny Feat: Epic Spell Power: Electric
    23· · Epic(3) · · · · ·
    24· · Epic(4) · · · · ·Epic Feat: Wellspring of Power
    · · · · · · · · · · · ·Intelligence: +1 Level up
    25· · Epic(5) · · · · ·Epic Destiny Feat: Crush Weakness
    26· · Epic(6) · · · · ·
    27· · Epic(7) · · · · ·Epic Feat: Embolden Spell
    28· · Epic(8) · · · · ·Epic Destiny Feat: Deific Warding
    · · · · · · · · · · · ·Intelligence: +1 Level up
    29· · Epic(9) · · · · ·
    30· · Epic(10)· · · · ·Epic Feat: Improved Augment Summoning
    · · · · · · · · · · · ·Legendary: Scion of the Plane of Air

    Skills
    ------------------------------------------------------------------------------------------
    Skill Points· · ·28 ·8 10 11 11 11 11 12 12 12 12 13 13 13 13 14 14 14 14 15
    Skill Name· · · ·01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20· Total Buffed
    ------------------------------------------------------------------------------------------
    Balance · · · · · 2 ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ · · ·11.0 · 24.0
    Bluff · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 13.0
    Concentration · · 4 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· ·23.0 · 41.0
    Diplomacy · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 13.0
    Disable Device· · · · · 6 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· ·23.0 · 46.0
    Haggle· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 15.0
    Heal· · · · · · · 2 ·½· · · · · 1½· 1 ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ · · ·11.0 · 26.0
    Hide· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 17.0
    Intimidate· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · ·9.0
    Jump· · · · · · · · ·½· · · · ½ · · · · · · · · 1 ·2· 2 ·2 1½ ·½· ½ ·½· ½ · · ·11.5 · 33.5
    Listen· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 17.0
    Move Silently · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 13.0
    Open Lock · · · · · · · · · · 5 ·3· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 2 ·1· 1 ·1· 1 ·1· ·23.0 · 36.0
    Perform · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 13.0
    Repair· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 23.0
    Search· · · · · · 2 ·½· 2 ·3· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· ·23.5 · 54.5
    Spell Craft · · · 4 ·1· · · · · · · · · · 3 ·4· 2 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· ·23.0 · 46.0
    Spot· · · · · · · 2 ·½· · · · · · · 3 ·5· 2 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· ·23.5 · 46.5
    Swim· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 22.0
    Tumble· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 13.0
    Use Magic Device· 2 ·½· · ·5· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· ·23.5 · 38.5
    ------------------------------------------------------------------------------------------
    Available Points· 0 ·0· 0 ·0· 0 ·0· 0 ·0· 0 ·0· 0 ·0· 0 ·0· 0 ·4· 4 ·4· 4 ·8
    ------------------------------------------------------------------------------------------

    Enhancements: 80 APs
    ------------------------------------------------------------------------------------------
    Arcanotechnician - Points spent: 58
    Core1 rcanotechnician
    Tier1 Static Shock - 3 Ranks
    Tier1 Spell Critical I
    Tier2 Spell Critical II
    Core2 Palliative Admixture
    Tier2 Shocking Vulnerability - 3 Ranks
    Tier2 Imbue Defender - 3 Ranks
    Tier2 Efficient Metamagic: Efficient Empower - 3 Ranks
    Core3 Thaumaturgical Battery
    Tier3 Automated Repairs - 3 Ranks
    Tier3 Spell Critical III
    Tier3 Intelligence I
    Tier3 Lightning Sphere - 3 Ranks
    Tier4 Spell Critical IV
    Core4 Lightning Bolt
    Tier4 Intelligence II
    Tier4 Blast Rod - 3 Ranks
    Tier4 Arcane Engine - 3 Ranks
    Core5 Runic Efficacy
    Tier5 Lightning Motes - 3 Ranks
    Tier5 Charged Recoil
    Tier5 Master Defender - 3 Ranks
    Tier5 Evocation Focus - 3 Ranks
    Tier5 Arcane Mechanism - 3 Ranks
    ------------------------------------------------------------------------------------------
    Air Savant - Points spent: 17
    Core1 ir Savant
    Tier1 Spell Critical: Electric I
    Tier1 Electrocution - 3 Ranks
    Tier2 Spell Critical: Electric II
    Tier2 Alternating Current - 3 Ranks
    Tier2 Efficient Metamagic I: Efficient Maximize - 3 Ranks
    ------------------------------------------------------------------------------------------
    Battle Engineer - Points spent: 4
    Core1 attle Engineer
    Tier1 Thaumaturgical Conduits - 3 Ranks
    ------------------------------------------------------------------------------------------
    Renegade Mastermaker - Points spent: 1
    Core1 Renegade Defender
    ------------------------------------------------------------------------------------------
    Epic Destinies: 40 APs + 12 permanent Destiny Points
    ------------------------------------------------------------------------------------------
    Draconic Incarnation - Points spent: 38
    Core1 Draconic Bloodline: Draconic Bloodline: Blue
    Tier1 Attune the Arcane
    Tier1 Draconic Perception - 3 Ranks
    Tier2 Dragon Breath: Blue Dragon Breath - 3 Ranks
    Tier2 Draconic Presence - 3 Ranks
    Tier2 Coalescence - 3 Ranks
    Core2 Draconic Heritage
    Core3 Elemental Blood
    Tier3 Inevitable
    Tier3 Draconic Spell Focus: Evocation - 3 Ranks
    Tier4 Pull from the Wellspring
    Tier4 Dragonspeed
    Tier4 Improve Dragon Breath: Gaping Maw
    Tier4 Epic Improved Metamagic: Epic Improved Maximize - 3 Ranks
    Tier5 Hellstorm
    Tier5 Spread your Wings
    Tier5 Enhanced Draconic Spell Focus - 3 Ranks
    ------------------------------------------------------------------------------------------
    Shiradi Champion - Points spent: 11
    Core1 Fey Favor
    Tier1 Good Luck - 3 Ranks
    Tier1 Fey Sight - 3 Ranks
    Core2 Vision
    Tier2 Healing Spring
    Tier2 Empathetic Link - 3 Ranks
    Core3 Audience with the Queen
    ------------------------------------------------------------------------------------------
    Exalted Angel - Points spent: 2
    Core1 Astral Touch
    Tier1 Avenging Magic: Healing Pillar
    ------------------------------------------------------------------------------------------
    Spell Like / Special Abilities
    ------------------------------------------------------------------------------------------
    Dismiss Charm · · · · · · · · · · · · · · ·
    Unleash Iron Defender · · · · · · · · · · ·
    Static Shock· · · · · · · · · · · · · · · ·
    Palliative Admixture· · · · · · · · · · · ·
    Lightning Sphere· · · · · · · · · · · · · ·
    Lightning Bolt· · · · · · · · · · · · · · ·
    Blast Rod · · · · · · · · · · · · · · · · ·
    Lightning Motes · · · · · · · · · · · · · ·
    Healing Pillar· · · · · · · · · · · · · · ·
    ------------------------------------------------------------------------------------------

    Last edited by savingsoul; 04-22-2022 at 03:06 AM.

  2. #2
    Founder & Super Hero Arkat's Avatar
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    Default And?

    How is this build any different from any other Electricity-themed Artificer?

    What's its draw? Why would anyone play it over any other "Electrificer"?

    Just throwing the output of a character builder into a post on the DDO Forums isn't particularly useful nor interesting.
    Quote Originally Posted by Aelonwy View Post
    Quote Originally Posted by Cordovan View Post
    The release notes themselves are essentially the same as was seen on Lamannia most recently.
    This^, in so many words, is how you say time and feedback on Lamannia are wasted.

  3. #3
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    Quote Originally Posted by Arkat View Post
    How is this build any different from any other Electricity-themed Artificer?

    What's its draw? Why would anyone play it over any other "Electrificer"?

    Just throwing the output of a character builder into a post on the DDO Forums isn't particularly useful nor interesting.
    I did a search on Arcanotechnician before posting this and was surprised not to find this build. I would be happy to find a post of this build with substantial feedback. I'm sure someone has played it.

    What is special about this build?
    Alongside the the 6pt Empower metamagic sp cost reduction from Arcanotecnician, it uses the 9pt Maximize metamagic sp cost reduction from the Sorcerer Air Savant Tree, which is not available in the Arcanotechnician Tree. It also gets a +4% Crit Chance on Electric Spells, Alternating Current (30% chance to get 3 Temp SP per spell cast), and +35 Electric Spell Power from Air Savant. It includes the Fifth Core: Runic Efficacy (+1 Evocation DC, +2 to Caster Level and Max Caster Level of electric spells, +2 to Rune Arm DCs) of Arcanotechnician, which is really nice.

    If you don't find it useful or interesting, then move on rather than blow some virtual air. It makes more sense to assume that an uncommented build is a reference post than to make a useless and uninteresting comment.
    Last edited by savingsoul; 04-22-2022 at 11:48 AM.

  4. #4
    Community Member YUTANG75's Avatar
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    Default

    I'm not sure of the goals for this build but I have some feedback assuming you want to play a non-warforged and heal with the admixtures.

    1. Take your first level as Artificer, that way you can get many more skill points to spend.
    2. Consider dropping enlarge, most of the Artificer spells don't benefit from it.
    3. Consider picking up Master of Artifice even though I only really use it for lightning motes I like the damage boost it gets (basically doubles it).
    4. I can't speak for your preferences or experience but I haven't found the iron defender to be helpful in Epics so I don't pick up improved augment summoning.
    5. Consider Mental toughness and improved mental toughness, they each give 1% spell crit in addition to widening your SP pool.

    I've considered an adding some Sorc levels to a Casterficer before but I think I enjoy the 2 extra 6th level spell slots and the capstone to much to accept the trade for ~35 electric spellpower and 4% crit. Prefer to invest the AP into making my defences better.

    For reference here is my build I've used with great success for levelling and epic lives, it is not an endgame build. I used to run deadly in my spell slot for party members and take the reconstruct SLA but switched over to taking the reconstruct spell and quickening that instead. The SLA is too AP expensive and doesn't give a good enough SP and cooldown discount to be worth it IMO.

    Note: Feats are definitely not in the right order if you are levelling with this! It was designed for use after ERing.
    Character name:
    Classes: 20 Artificer, 10 Epic
    Race: Warforged · · · · · ·Alignment: Neutral


    · · ·Start Tome Final · · ·Incorp:· · ·0% · · ·Displacement:· · 0%
    Str:· · ·8· · 8 · ·16 · · ·HP:· · · · 857 · · ·AC:· · 41
    Dex:· · 12· · 8 · ·20 · · ·PRR: · · · ·56
    Con:· · 20· · 8 · ·35 · · ·MRR: · · · ·25 · · ·+Healing Amp:· · 20
    Int:· · 18· · 8 · ·43 · · ·Dodge: · ·4/29 · · ·-Healing Amp:· · ·0
    Wis:· · ·6· · 8 · ·14 · · ·Fort:· · · 75% · · ·Repair Amp:· · ·140
    Cha:· · ·6· · 8 · ·14 · · ·SR:· · · · · 0 · · ·BAB: · · · · · · 20
    DR: 2\Adamantine
    Immunities: Sleep, Energy Drain, Nausea, Sickness, Exhaustion, Paralysis, Magic Missiles




    Class and Feat Selection
    ------------------------------------------------------------------------------------------
    Level Class · · · · · ·Feats
    1 · · Artificer(1)· · ·Standard: Spell Focus: Evocation
    2 · · Artificer(2)· · ·
    3 · · Artificer(3)· · ·Standard: Greater Spell Focus: Evocation
    4 · · Artificer(4)· · ·Artificer Bonus: Maximize Spell
    · · · · · · · · · · · ·Intelligence: +1 Level up
    5 · · Artificer(5)· · ·
    6 · · Artificer(6)· · ·Standard: Insightful Reflexes
    7 · · Artificer(7)· · ·
    8 · · Artificer(8)· · ·Artificer Bonus: Empower Spell
    · · · · · · · · · · · ·Intelligence: +1 Level up
    9 · · Artificer(9)· · ·Standard: Mental Toughness
    10· · Artificer(10) · ·
    11· · Artificer(11) · ·
    12· · Artificer(12) · ·Standard: Improved Mental Toughness
    · · · · · · · · · · · ·Artificer Bonus: Quicken Spell
    · · · · · · · · · · · ·Intelligence: +1 Level up
    13· · Artificer(13) · ·
    14· · Artificer(14) · ·
    15· · Artificer(15) · ·Standard: Adamantine Body
    16· · Artificer(16) · ·Artificer Bonus: Heighten Spell
    · · · · · · · · · · · ·Intelligence: +1 Level up
    17· · Artificer(17) · ·
    18· · Artificer(18) · ·Standard: Toughness
    19· · Artificer(19) · ·
    20· · Artificer(20) · ·Artificer Bonus: Augment Summoning
    · · · · · · · · · · · ·Intelligence: +1 Level up
    21· · Epic(1) · · · · ·Epic Feat: Wellspring of Power
    22· · Epic(2) · · · · ·Epic Destiny Feat: Epic Spell Power: Electric
    23· · Epic(3) · · · · ·
    24· · Epic(4) · · · · ·Epic Feat: Master of Artifice
    · · · · · · · · · · · ·Intelligence: +1 Level up
    25· · Epic(5) · · · · ·Epic Destiny Feat: Crush Weakness
    26· · Epic(6) · · · · ·
    27· · Epic(7) · · · · ·Epic Feat: Burst of Glacial Wrath
    28· · Epic(8) · · · · ·Epic Destiny Feat: Deific Warding
    · · · · · · · · · · · ·Intelligence: +1 Level up
    29· · Epic(9) · · · · ·
    30· · Epic(10)· · · · ·Epic Feat: Intensify Spell
    · · · · · · · · · · · ·Legendary: Scion of the Plane of Air




    Enhancements: 80 APs
    ------------------------------------------------------------------------------------------
    Warforged - Points spent: 7
    Core1 Improved Fortification I
    Tier1 Repair Systems: Mechanist - 3 Ranks
    Tier1 Inscribed Armor - 3 Ranks
    ------------------------------------------------------------------------------------------
    Arcanotechnician - Points spent: 44
    Core1 rcanotechnician
    Tier1 Static Shock - 3 Ranks
    Tier1 Spell Critical I
    Core2 Palliative Admixture
    Tier2 Imbue Defender - 3 Ranks
    Tier2 Efficient Metamagic: Efficient Quicken - 3 Ranks
    Core3 Thaumaturgical Battery
    Tier3 Lightning Sphere - 3 Ranks
    Tier3 Intelligence I
    Core4 Lightning Bolt
    Tier4 Blast Rod - 3 Ranks
    Tier4 Arcane Engine - 3 Ranks
    Tier4 Intelligence II
    Tier5 Lightning Motes - 3 Ranks
    Core5 Runic Efficacy
    Tier5 Charged Recoil
    Tier5 Evocation Focus - 3 Ranks
    Tier5 Arcane Mechanism - 3 Ranks
    Core6 Arcane Empowerment
    ------------------------------------------------------------------------------------------
    Battle Engineer - Points spent: 6
    Core1 attle Engineer
    Tier1 Thaumaturgical Conduits - 3 Ranks
    Tier1 Field Engineer - 3 Ranks
    Core2 Infused Weapons I
    ------------------------------------------------------------------------------------------
    Renegade Mastermaker - Points spent: 24
    Core1 Renegade Defender
    Tier1 Easily Fixed
    Tier1 Supporting Construction - 3 Ranks
    Tier1 Toughness - 3 Ranks
    Core2 Alchemical Shield
    Tier2 Armor Mastery - 3 Ranks
    Tier2 Converter
    Core3 Curative Admixture: Cure Serious Wounds
    Tier3 Reinforced Armor - 3 Ranks
    Tier3 Ability I: Renegade Mastermaker: +1 Intelligence
    Tier3 Shielding Construct
    Core4 Constructive Conduit
    Tier4 Embed Component - 3 Ranks
    ------------------------------------------------------------------------------------------
    Spells· · · · · · · · · · · · · · · · · · · School· · · · ·DC
    ------------------------------------------------------------------------------------------
    Artificer Spells
    L1: Inflict Light Damage· · · · · · · · · · Transmutation · 28
    L1: Repair Light Damage · · · · · · · · · · Transmutation · 28
    L2: Inflict Moderate Damage · · · · · · · · Transmutation · 29
    L2: Repair Moderate Damage· · · · · · · · · Transmutation · 29
    L3: Inflict Serious Damage· · · · · · · · · Transmutation · 30
    L3: Repair Serious Damage · · · · · · · · · Transmutation · 30
    L4: Inflict Critical Damage · · · · · · · · Transmutation · 31
    L4: Repair Critical Damage· · · · · · · · · Transmutation · 31
    L6: Arcane Tempest· · · · · · · · · · · · · Unknown · · · · ·0
    L6: Chain Lightning · · · · · · · · · · · · Evocation · · · 42
    L6: Reconstruct · · · · · · · · · · · · · · Transmutation · 33
    L6: Tactical Detonation · · · · · · · · · · Evocation · · · 42
    ------------------------------------------------------------------------------------------


    Last edited by YUTANG75; 04-22-2022 at 12:21 PM.
    Quote Originally Posted by Severlin View Post
    We are trying to kill you.

  5. #5
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    Quote Originally Posted by YUTANG75 View Post
    I'm not sure of the goals for this build but I have some feedback assuming you want to play a non-warforged and heal with the admixtures.
    I think this build will be for reaching 30 and some epic past lives.

    I was thinking more toward epics and maybe endgame, and I'm used to prototyping builds with iconics. I didn't think about the class order or feat order. I already started to level this one though, and I did start with artificer. I will probably take the sorc levels on the tail end.

    Beyond that, I am more preoccupied with managing spell points than with the %35 and %4. So it is more about the sp cost discount and temporary sp's.

    I will drop enlarge for mental toughness. I'll find a way to get improved mental toughness.

    It makes sense, being preoccupied with spell points, to take the mental toughtness feats. So, yeah.

    I'm not fond of being a construct b/c the self-healing and received healing suffers in higher reapers.

    Regarding the dog, I'll have to see how it goes. I might have to drop it toward endgame. I otherwise liked the benefits of the dog on a similar build.

    Thanks. These are great suggestions.

  6. #6
    Founder & Super Hero Arkat's Avatar
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    Quote Originally Posted by savingsoul View Post

    Beyond that, I am more preoccupied with managing spell points than with the %35 and %4. So it is more about the sp cost discount and temporary sp's.
    Probably would have been better to call this build "The Spellpoint Manager," then.

    Don't get me wrong, you have fun the way you want to. Spellpoint management is important.
    Quote Originally Posted by Aelonwy View Post
    Quote Originally Posted by Cordovan View Post
    The release notes themselves are essentially the same as was seen on Lamannia most recently.
    This^, in so many words, is how you say time and feedback on Lamannia are wasted.

  7. #7
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    Quote Originally Posted by Arkat View Post
    Probably would have been better to call this build "The Spellpoint Manager," then.

    Don't get me wrong, you have fun the way you want to. Spellpoint management is important.
    Heh.

    You know, in addition to a 9pt reduction in the cost of Maximized spells and a %30 chance of 3 temporary spell points per cast,
    it gets +35 Electric Spell Power and +%4 crits. :P

    And that's just the two levels of Sorcerer.

    Shock the Monkey.

  8. #8
    Community Member C-Dog's Avatar
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    For critique, with a starting 20 Int, there's no need to panic and chase Spell Focus immediately - with anything like decent gear, your DC's will be no-fail to start and for many levels after.

    You want to work on your DPS - Maximize, and (imo, see below) Enlarge, or the more traditional Max + Empower.

    Save your Spell Focus feats for mid-Heroics, when DC's start to get more challenging.


    And similar w Insightful Reflexes - you don't see Lightning Bolts until base Level 2 spells at the earliest (The Harbor), so that can wait until Level 3-5.

    Quote Originally Posted by savingsoul View Post
    · · · · · · · · · · · ·Artificer Bonus: Augment Summoning
    You're taking something with the strength of wet cardboard and "augmenting" it all the way up to paper mache - yeah, don't bother.

    Quote Originally Posted by savingsoul View Post
    15· · Artificer(13) · ·Standard: Accelerate Spell
    I always saw this as more of an Alchemist spell - how many Arti spells does it help?

    Quote Originally Posted by savingsoul View Post
    Race: Gnome

    Str:· · ·6...
    Just pro forma, I have to say I absolutely HATE minimal Str characters, and doubly so with Gnomes or Halflings who have an even lower Carrying Capacity. Can't pick up a suit of a chainmail out of a chest without becoming Encumbered - sheesh.

    Now, you have +8 tomes, which helps a lot - but not right away. Any player who does this should be fully aware of exactly what they're signing up for, and GL.

    (Me, I would strongly consider dropping Con and having a 9 or 12(!) starting Str - it doesn't hurt that much, and it's a real quality of life boost. But that's me, and I still collect droploot to melt for crafting for alts.)

    Quote Originally Posted by savingsoul View Post
    Alignment: Neutral Good
    Specific plans for this?

    Quote Originally Posted by YUTANG75 View Post
    1. Take your first level as Artificer, that way you can get many more skill points to spend.
    Hells yes. It also means you can trap and get that bonus XP out of the gate.

    You can do Korthos/Keep with the starting Ember repeater, swap over to casting once you have your SLA's at Level 2-3.

    Quote Originally Posted by YUTANG75 View Post
    2. Consider dropping enlarge, most of the Artificer spells don't benefit from it.
    Enlarge makes Shocking Grasp a ranged spell, and a lowbie caster having their best two Level 1 effects (a spell and an SLA) at "touch" so they must be a "front row" combatant is not a great thing. Similarly later with moving Electric Loop (and its Daze effect) out to long range - really handy.

    If you're a fan of multiple SLA's at starting levels and back up SG with Flaming Hands or Acid Spray, Enlarge likewise makes those a far more serious threat (even if you'll drop a 2nd SLA quickly).

    Now, at higher levels SG probably drops out of the rotation, and you'll def want to swap Enlarge for something else (about time for Extend? or Mental Toughness here), but to start with, if only for Shocking Grasp - yes please.

    Quote Originally Posted by savingsoul View Post
    I think this build will be for reaching 30 and some epic past lives...
    Huh, I saw it as exactly the opposite, good for fast/fun Heroic leveling only. As stated above, the loss of the last 2 Arti levels plus the capstone (+4 Int, +5 spellpower) makes for a weaker end character, but the Sorcie levels (and 3 additional lowbie utility spell slots) proly will make getting up toward 20 faster.

  9. #9
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    Quote Originally Posted by C-Dog View Post
    For critique, with a starting 20 Int, there's no need to panic and chase Spell Focus immediately - with anything like decent gear, your DC's will be no-fail to start and for many levels after.

    You want to work on your DPS - Maximize, and (imo, see next) Enlarge, or the more traditional Max + Empower.

    Save your Spell Focus feats for mid-Heroics, when DC's start to get more challenging.


    And similar w Insightful Reflexes - you don't see Lightning Bolts until base Level 2 spells at the earliest (The Harbor), so that can wait until Level 3-5.
    Your comment is all solid advice. Thank you. I didn't think about the feat order or class order though, because I tend to prototype with iconics and also had epics in mind. I will definitely follow your advice during leveling.

    Regarding STR, I've rarely had an issue with it. I have got in the habit of picking up things other than armor though when running gnomes.

    Regarding the two sorc levels, it seems like few people appreciate, for example, the benefits of a 9pt reduction in the cost of Maximized spells.
    Last edited by savingsoul; 04-22-2022 at 07:51 PM.

  10. #10
    Community Member C-Dog's Avatar
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    (Edit - I edited my post above a couple times as additional things popped to mind, might have been a crosspost on some of them - check again if you want.)


    If I were to do this build, here's my spin... (notes at bottom)...


    Sharpen the Monkey
    18/2 Artificer/Sorcerer
    Neutral Good Gnome


    Level Order

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



    Stats
    . . . . . . . .36pt . . Tome . . Level Up
    . . . . . . . .---- . . ----. . .--------
    Strength. . . . 10. . . .+8. . . .4: INT
    Dexterity . . . .8. . . .+8. . . .8: INT
    Constitution. . 16. . . .+8. . . 12: INT
    Intelligence. . 20. . . .+8. . . 16: INT
    Wisdom. . . . . 14. . . .+8. . . 20: INT
    Charisma. . . . .8. . . .+8. . .



    Skills
    . . . . . A. S .A .S. A. A. A. A. A. A. A. A. A. A. A. A. 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 . . 2 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .23
    Spellcr . 4. 1 . . 2 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .23
    Disable . 4. . .2 . . 2. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
    Open Lo . 4. . .2 . . . . . 1. . .2 .4 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .23
    Search. . 4. . .2 . . 2. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
    Spot. . . 4. . .2 . . 2. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
    Haggle. . 4. . . . . . . . . . . . . . .1 .4 . . 6. . .4 .1 .1 .1 .1 .23
    UMD . . . 3. . . . . . . 6. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
    Heal. . . . .1. . .1. . . . . .3 . . 1. . .1 .1 . . 1. . .1 . . 1. . .11
    Balance . . .2. . .1. 1. . .1 . . 1. . .1 . . 1. . .1 . . 1. . .1 . . 11
    Jump. . . 2. . .1 .½. ½. . .1 . . 1. . .1 . . 1. . .1 . . 1. . .1 . . 11
    Swim. . . . . . . . . . . . . . . . . . . . . . . . . .. . 3. . .. 8
    Tumble. . ½. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ½
    . . . . .------------------------------------------------------------
    . . . . .36. 8 10. 9 11 11 11 12 12 12 12 13 13 13 13 14 14 14 14 15



    Feats

    .1. . . . : Maximize Spell
    .3. . . . : Enlarge Spell
    .6. . . . : Insightful Reflexes
    .6 Arti . : Empower Spell
    .9. . . . : Spell Focus: Evocation
    10 Arti . : Empower Healing Spell
    12. . . . : Greater Spell Focus: Evocation
    13 Swap. .: Mental Toughness replaces Enlarge Spell
    14 Arti . : Heighten Spell
    15. . . . : Quicken Spell
    18. . . . : Improved Mental Toughness
    18 Arti . : Extend Spell


    Spells

    Artificer
    1. Inflict Light Damage (1), Repair Light Damage (1), Static Shock (1), Admixture: Cure Light Wounds (1), Resist Energy (3), <Any>, <Any>
    2. <Any>, <Any>, <Any>, <Any>, <Any>
    3. <Any>, <Any>, <Any>, <Any>
    4. <Any>, <Any>, <Any>, <Any>
    5. <Any>, <Any>, <Any>
    6. <Any>, <Any>

    Sorcerer
    1. Shocking Grasp (2), Jump (2), Shield (4)


    Enhancements (20 of 80 AP) Errors

    Arcanotechnician (8 AP)
    • Arcanotechnician
      1. Static Shock III, Spell Critical
      2. Spell Critical

    Air Savant (8 AP)
    • Air Savant, Error
      1. Shocking Grasp III, Spell Critical
      2. Spell Critical

    Fire Savant (4 AP)
    • Fire Savant
      1. Burning Hands III

    Leveling Guide
    1. Arc0 Arcanotechnician; Arc1 Static Shock I, II, III
    2. Air0 Air Savant; Air1 Shocking Grasp I, II, III
    3. Fir0 Fire Savant; Fir1 Burning Hands I, II, III
    4. Air1 Spell Critical; Arc1 Spell Critical

    Notes:
    o Level 1 & 2 - Hard to kill stuff as a 1st level caster, even in Korthos, so just use the best repeater you can get for now (at worst, buy a generic one in the Ball and Chain, NW Harbor). And get a lvl 1 beserker hire for added DPS - Byron (Korthos) (and/or Grommisk (The Harbor) if you're in a small party and Byron is already there).

    o re Stats: -2 to Con gives you +4 to Str and +2 to Wis - that's -1 Fort ST for +Carrying Capacity, + Str ST (vs. Webs etc), +1 Will ST and +1 Spot/etc. A good trade imo, but ymmv. (Drop Str back to 8 and split the diff, if you want - unless you have your +Con gear all planned out, a starting 17 Con will be at even cutpoints as often as a starting 18 will be.)

    o re Class order - Taking Arti first and then staggering Sorcie gets you a LOT more Skill Points, and a LOT earlier. A LOT.

    o Only showing spells to L4, which gets you through The Harbor - Shield @ L4 in time for Harbor Reaper. While the DC's of SLA's are based on Character Level, Sorcerer spells are based on Sorcie level - swap out the spell Shocking Grasp (for a non-combat, non-DC, Utility spell) as soon as you have something to replace it in your rotation, as its DC's will fall behind quickly. (Proly swap for Prot from Evil or Merfolks' Blessing.)

    o Fire Savant/Burning Hands SLA could as easily be Earth/Acid Spray (it's Evocation, so doesn't have the problems some other Earth spells do). It gets you a 3rd SLA and a full combat rotation - dump it once you have another spell to fill your rotation.

    o Feat swap (Enlarge -> Mental Toughness) at L13 is an arbitrary point - swap it out when you decide to lose Shocking Grasp from your rotation, or when you need the +DC from MT.

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    Quote Originally Posted by C-Dog View Post
    If I were to do this build, here's my spin... (notes at bottom)...

    Sharpen the Monkey
    18/2 Artificer/Sorcerer
    Neutral Good Gnome
    This is great. The leveling and feat order make a lot of sense.

    I zipped through level one using a repeater. I will switch to spells at level 3.

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    Default Alternative Enhancements inc. Reinforced Armor


    Enhancements: 80 APs
    ------------------------------------------------------------------------------------------
    Arcanotechnician - Points spent: 46
    Core1 rcanotechnician
    Tier1 Static Shock - 3 Ranks
    Tier1 Spell Critical I
    Tier2 Spell Critical II
    Tier2 Shocking Vulnerability - 3 Ranks
    Core2 Palliative Admixture
    Tier2 Efficient Metamagic: Efficient Empower - 3 Ranks
    Core3 Thaumaturgical Battery
    Tier3 Lightning Sphere - 3 Ranks
    Tier3 Spell Critical III
    Tier3 Intelligence I
    Tier4 Intelligence II
    Core4 Lightning Bolt
    Tier4 Blast Rod - 3 Ranks
    Tier4 Spell Critical IV
    Tier5 Lightning Motes - 3 Ranks
    Tier5 Charged Recoil
    Tier5 Evocation Focus - 3 Ranks
    Tier5 Arcane Mechanism - 3 Ranks
    Core5 Runic Efficacy
    ------------------------------------------------------------------------------------------
    Renegade Mastermaker - Points spent: 13
    Core1 Renegade Defender
    Tier1 Supporting Construction - 3 Ranks
    Tier1 Easily Fixed
    Tier1 Well-Rounded Maker - 3 Ranks
    Tier2 Armor Mastery - 3 Ranks
    Core2 Alchemical Shield
    Tier3 Reinforced Armor - 3 Ranks
    ------------------------------------------------------------------------------------------
    Air Savant - Points spent: 17
    Core1 ir Savant
    Tier1 Spell Critical: Electric I
    Tier1 Electrocution - 3 Ranks
    Tier2 Spell Critical: Electric II
    Tier2 Alternating Current - 3 Ranks
    Tier2 Efficient Metamagic I: Efficient Maximize - 3 Ranks
    ------------------------------------------------------------------------------------------
    Battle Engineer - Points spent: 4
    Core1 attle Engineer
    Tier1 Thaumaturgical Conduits - 3 Ranks
    ------------------------------------------------------------------------------------------

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    If you are really interested in spell point management, consider 16A/4W. Archmage will give you some extras over Air Savant, especially with force (10% more chance to crit and 4% all others). Or even better 15A/5W so you can grab arcane blast and chain missles.

    I lean towards 16/4 split because arcane tempest is really good. Then in epics you can grab arcane pulse as well. Unfortunately, you lose out on tactical detonate, unless you give up tempest for it.
    Last edited by jskinner937; 04-23-2022 at 01:55 AM.

  14. #14
    Community Member YUTANG75's Avatar
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    Quote Originally Posted by C-Dog View Post
    Enlarge makes Shocking Grasp a ranged spell, and a lowbie caster having their best two Level 1 effects (a spell and an SLA) at "touch" so they must be a "front row" combatant is not a great thing. Similarly later with moving Electric Loop (and its Daze effect) out to long range - really handy.

    If you're a fan of multiple SLA's at starting levels and back up SG with Flaming Hands or Acid Spray, Enlarge likewise makes those a far more serious threat (even if you'll drop a 2nd SLA quickly).

    Now, at higher levels SG probably drops out of the rotation, and you'll def want to swap Enlarge for something else (about time for Extend? or Mental Toughness here), but to start with, if only for Shocking Grasp - yes please.
    Ooh, I have heard good things about this before, I'll have to keep it in mind when I get round to my sorc lives, thanks.
    Quote Originally Posted by Severlin View Post
    We are trying to kill you.

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    Community Member C-Dog's Avatar
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    Quote Originally Posted by YUTANG75 View Post
    Ooh, I have heard good things about this before...
    Not everyone agrees, but I'm a big fan of this approach. Ker-zap!

    (The usual alternative is early Quicken, but I find that speeding early rotations does not support the few spells you have. I prefer a distance attack over a machine gun that I have to wait on every rotation. ymmv.)

    Grab an alt slot (on a diff server? DP are always useful), run it up thru Korthos and give it a try in the Harbor. Even with just starter gear & droploot, you'll know if it's for you by the time you're done with 3's, and have 50-100 DP just that fast.

  16. #16
    Community Member Alrik_Fassbauer's Avatar
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    Quote Originally Posted by savingsoul View Post
    Character name: Shock the Monkey
    Oh, a fan of the music of Peter Gabriel ...
    "You are a Tiefling. And a Cleric, with the Domain of the Sun. Doesn't that contradict each other ?" "No, all my friends are playing evil. I found that so boring that I decided to be on the good side. And, besides, Sun and Fire, where is the difference, really ?"

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    Default Shock the Monkey 2 - Build Request

    So this is a build request.

    The idea is a pure Sorcerer w/ primarily the Air Savant capstone and enough Eldritch Knight for medium armor.

    The medium armor would be Artificer armor e.g. the Legendary Mark IV alongside the Legendary Arcsteel Brim and Legendary Attunement Gauntlets.

    I'm sure this has been done before, but my searches haven't found it yet.

    I would appreciate any suggestions or a build along these lines.

    EDIT: So it looks like Blessed Vestments on a fire sorc is one way to go. However, the other items in the set don't seem to be as beneficial to a sorc as the Arcsteel Battlemage.

    Adamantine Body does not require Heavy Armor Proficiency, so a build could go with Bladeforged or Warforged (w/ Plasma Core). It would still need to go into Eldritch Knight to overcome the 35% in Arcane Spell Failure. Also, there is the feat requirement. The Beacon of Magic set looks pretty good though, and going that route using a docent would not require Artificer equipment. It doesn't even have to be Electric, which is not the best anyway. Maybe Beacon of Magic w/ docent is the way to go.
    Last edited by savingsoul; 04-26-2022 at 03:59 AM.

  18. #18
    Community Member C-Dog's Avatar
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    Quote Originally Posted by savingsoul View Post
    The idea is a pure Sorcerer w/ primarily the Air Savant capstone and enough Eldritch Knight for medium armor.
    Any Sorcie is ~41-42 in element of choice, and as much EK as you want, with the rest into Racial/Falconry/etc.

    There is no single cutpoint in EK, all depends what you are chasing. Med armor is Tier 4, so would be at least 22 AP. Here's a discussion re the various "just a couple more points" attractions in EK: https://forums.ddo.com/forums/showth...=1#post6320307

    Note that "Medium Armor" provides only Proficiency - Arcane Spell Failure is another issue. You can get -20 from EK Cores, and Elfs/Drow have a cheap racial to add on to that. If you're using a shield (some builds do, but you usually need to Cannith Craft them), you'll need more than the -20 from cores.

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