PDA

View Full Version : Coming back to D&D Online - is a WF AR a good solo class?



warwon101
01-09-2013, 09:39 AM
I came back a few days ago and been working on a WF Soc, but finding it hard to use as I get into the longer quests this is only at lvl 4 btw.

The guild has suggested that the WF AR is a very decent and capable soloing class.


Any feedback?

FuzzyDuck81
01-09-2013, 10:04 AM
Warforged artificers are very, very self-sufficient & capable - they can self heal, get plenty of buffs, some handy offensive spells, can find & disarm traps (can't evade them though so some more care is needed than for a rogue) & can hammer stuff from range with repeaters (find a decent one, add some elemental ammo plus imbues, there's very little that will be able to get close to actually hurt you.. and fusilade lets you destroy bosses in seconds at low to mid levels, it's almost unfair), while also having a dog to provide some support.

In addition, the dog has decent stats as you level (especially if you take the augment summons feat) which means they can open many levers, runes etc. that you won't be able to, and if you're dead & the dog is still alive, they can even pick up your stone, follow your ghost & open the door to the shrine for you :D Sometimes the AI on them is still a little buggy, but overall they're tough & useful little critters.

As you get higher in level, they're pretty much the masters of UMD, and can use virtually any scroll, wand or magical item they pick up (bards can likely get a higher score thanks to the higher charisma you'll want for their class abilities) & they actually boost the caster level of the item itself - not even a total healbot cleric can use a Heal scroll as well as an arty. I find this almost a curse tbh since I have a fondness for having my "bag of tricks" & almost half my inventory is taken up with stacks of assorted scrolls, wands & clickies for virtually any occasion :)

Daemoneyes
01-09-2013, 10:31 AM
I came back a few days ago and been working on a WF Soc, but finding it hard to use as I get into the longer quests this is only at lvl 4 btw.

The guild has suggested that the WF AR is a very decent and capable soloing class.


Any feedback?

It takes time to learn how to play with Casters also Sorc starts to get easier with the Spell like abilitys that you get at lvl6-12-18.

I suggest you just try out all classes that sound interesting for you
and when you have found the one you want to play come back to the forum
-> class section and here.

Guides and Help for every class are here.
All of them are solo able its just some are a bit harder but all are fun.

warwon101
01-09-2013, 11:24 AM
I have played some ddo before, and I have a feel for some of the class.

But it seems that FuzzyDuck81 has confirmed what I been told, so I feel that may be the perfect for my play style.

warwon101
01-09-2013, 04:22 PM
I spent all day on this character builder, I think this is fairly solid build eh?


Character Plan by DDO Character Planner Version 03.14.02
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Panda Thunder Hammer
Level 20 Neutral Good Warforged Male
(20 Artificer)
Hit Points: 232
Spell Points: 1282
BAB: 15\15\20\25\25
Fortitude: 8
Reflex: 10
Will: 14

Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(32 Point) (Level 1) (Level 20) (Level 20)
Strength 10 10 10
Dexterity 14 19 19
Constitution 14 14 15
Intelligence 14 17 17
Wisdom 14 14 14
Charisma 10 10 10

Tomes Used
+3 Tome of Dexterity used at level 14

Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 20) (Level 20)
Balance 2 4 5
Bluff 0 0 1
Concentration 6 24 25
Diplomacy 0 0 1
Disable Device 6 26 27
Haggle 0 0 1
Heal 2 2 3
Hide 2 4 5
Intimidate 0 0 1
Jump 0 5 6
Listen 2 2 3
Move Silently 2 4 5
Open Lock 6 27 28
Perform n/a n/a n/a
Repair 2 3 4
Search 6 26 27
Spot 6 25 26
Swim 0 0.5 1.5
Tumble n/a n/a n/a
Use Magic Device 4 13 14

Level 1 (Artificer)
Skill: Concentration (+4)
Skill: Disable Device (+4)
Skill: Open Lock (+4)
Skill: Search (+4)
Skill: Spot (+4)
Skill: Use Magic Device (+4)
Feat: (Selected) Augment Summoning
Spell (1): Repair Light Damage
Spell (1): Enchant Weapons
Spell (1): Enchant Armor
Spell (1): Conjure Bolts


Level 2 (Artificer)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Spell (1): Grease


Level 3 (Artificer)
Skill: Disable Device (+1)
Skill: Jump (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Feat: (Selected) Toughness
Spell (2): Repair Moderate Damage
Enhancement: Artificer Crossbow Damage I
Enhancement: Uncaring Master
Enhancement: Racial Toughness I
Enhancement: Repair Manipulation I
Enhancement: Repair Manipulation II
Enhancement: Artificer Energy of Creation I
Enhancement: Warforged Constitution I
Enhancement: Warforged Healer's Friend I


Level 4 (Artificer)
Ability Raise: INT
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+2)
Feat: (Artificer Bonus) Point Blank Shot
Spell (2): Cat's Grace
Enhancement: Artificer Improved Rune Arm Use I
Enhancement: Artificer Rune Arm Overcharge I
Enhancement: Flame Manipulation I


Level 5 (Artificer)
Skill: Concentration (+2)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Spell (2): Elemental Weapons
Enhancement: Combustive Spellcasting I
Enhancement: Deadly Flame I
Enhancement: Flame Manipulation II
Enhancement: Flame Manipulation III


Level 6 (Artificer)
Skill: Concentration (+2)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Feat: (Selected) Rapid Shot
Spell (3): Flame Turret
Enhancement: Racial Toughness II


Level 7 (Artificer)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Jump (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Spell (3): Repair Serious Damage
Enhancement: Artificer Crossbow Damage II
Enhancement: Artificer Improved Rune Arm Use II
Enhancement: Combustive Spellcasting II
Enhancement: Deadly Flame II


Level 8 (Artificer)
Ability Raise: DEX
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+2)
Skill: Swim (+0.5)
Feat: (Artificer Bonus) Extend Spell
Spell (3): Blast Rod
Enhancement: Combustive Spellcasting III
Enhancement: Flame Manipulation IV
Enhancement: Repair Manipulation III
Enhancement: Repair Manipulation IV


Level 9 (Artificer)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Jump (+0.5)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Feat: (Selected) Precise Shot
Spell (4): Thundering Armor


Level 10 (Artificer)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Spell (4): Armor of Speed
Enhancement: Deadly Flame III
Enhancement: Flame Manipulation V
Enhancement: Repair Manipulation V
Enhancement: Warforged Healer's Friend II


Level 11 (Artificer)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Spell (4): Cold Iron Weapons
Enhancement: Combustive Spellcasting IV
Enhancement: Flame Manipulation VI
Enhancement: Repair Manipulation VI
Enhancement: Artificer Energy of Creation II


Level 12 (Artificer)
Ability Raise: DEX
Skill: Disable Device (+1)
Skill: Jump (+0.5)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Artificer Bonus) Improved Critical: Ranged Weapons
Feat: (Selected) Mental Toughness
Spell (5): Prismatic Stike
Enhancement: Artificer Damage Boost I
Enhancement: Artificer Damage Boost II
Enhancement: Deadly Flame IV


Level 13 (Artificer)
Skill: Concentration (+2)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Spell (5): Planar Weapons
Enhancement: Flame Manipulation VII
Enhancement: Repair Manipulation VII


Level 14 (Artificer)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Jump (+0.5)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Spell (5): Silver Weapons
Enhancement: Artificer Improved Rune Arm Use III


Level 15 (Artificer)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Jump (+0.5)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Feat: (Selected) Improved Precise Shot
Spell (6): Blade Barrier
Enhancement: Artificer Damage Boost III
Enhancement: Artificer Improved Rune Arm Use IV


Level 16 (Artificer)
Ability Raise: INT
Skill: Concentration (+2)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Feat: (Artificer Bonus) Maximize Spell
Spell (6): Tactical Detonation
Enhancement: Combustive Spellcasting V
Enhancement: Deadly Flame V


Level 17 (Artificer)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Spell (6): Deadly Weapons


Level 18 (Artificer)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Jump (+0.5)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Feat: (Selected) Quicken Spell
Spell (6): Deconstruct


Level 19 (Artificer)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Jump (+0.5)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Spell (5): Radiant Forcefield


Level 20 (Artificer)
Ability Raise: INT
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+2)
Feat: (Artificer Bonus) Improved Mental Toughness
Enhancement: Artificer Rune Arm Overcharge II
Enhancement: Racial Toughness III
Enhancement: Combustive Spellcasting VI
Enhancement: Deadly Flame VI
Enhancement: Artificer Energy of Creation III
Enhancement: Warforged Healer's Friend III




I made changes so INT was rasied

Loriac
01-09-2013, 05:51 PM
For a 32pt WF artificer build, I would suggest the following stats:

Str 8
Dex 17
Con 16
Int 17
Wis 6
Cha 6

The reason for Dex 17 is so that you can increase it to 19 with just a +2 tome (which is relatively straightforward to get, either via loot or buying off the AH when you're in your mid- to late- teens). If you had a +3 tome available, I would put Dex at 16 and Int at 18.

Int is the primary artificer attribute, and all level ups should go to Int. Str may feel low at low levels, but buy a wand of bulls strength and equip +str items when you find them and you should be fine.

Con should get the points left after spending in Int and Dex; for a 32pt build, thats 6 points.

Wis and Cha are dump stats for the WF arti; Wis affects will save, but artis get a high will save and WF are resistant to many will-based effects.

Cha is nice for UMD, but as a WF you won't really need UMD til late game (its useful for scrolling heal in raids etc and for being able to use raise dead scrolls if a group you're in loses their cleric).

Skill points in heal are wasted, as are points in repair. Of hide and move silently, if you must take one, take move silently - you can scroll a level 1 ranger spell, camouflage, which gives you +10 to hide if you need to sneak. Listen is a waste (particularly if you dump wis as suggested), but definitely raise UMD, disable device, search to max ranks per level. I'd also recommend keeping concentration high (its actually not as needed for a WF, as evenutally you'll take quicken for reconstructs) as well as spot and open lock. Balance should have a few ranks, but your dex is high so it shouldn't be a huge issue. Jump doesn't need points invested; instead, look out for an item (on the AH or looting) that can be used to cast the jump spell (it gives you +30 jump by the time you're at level 20 and take the capstone).

Edit: the reason 19 Dex is important is so you can take the Improved Precise shot feat, which requires a dex of 19 (with only base, level ups, and inherent bonuses [i.e. from tomes] counting to the total)

smeggy1384
01-09-2013, 06:54 PM
Loriacs build looks decent but early on ray of enfeeble will eat you alive. Can't kill stuff when you are low on str, or run away when encumbered. On my first arti life i started at 8 and hated it, bought a lesser reincarn quick as i could. As an arti you're likely to carry lots of weapons, rune arms, scrolls and trap gear to swap around. Low STR can easily get you killed. Taking 2 points from con should be fine, you can grab toughness and a few enhancements.

For feats i'd agree with most of what warwon101 put asides from Extend (which does NOT work on any weapon or armor buff spells!) and mental toughness. You will need two of the spell focus feats to help with rune arm DCs, assuming you want it to hit anyway and seeing how they can do very nice damage at higher level its worth it. Let Empower be the other feat you swap in for the 3 taken out (extend and 2 mental), with max and empower your Blade Barriers (or the lightning spells if you go that route) will be very nice.

warwon101
01-09-2013, 09:10 PM
Character Plan by DDO Character Planner Version 03.14.02
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Panda Thunder Hammer
Level 20 Neutral Good Warforged Male
(20 Artificer)
Hit Points: 232
Spell Points: 1130
BAB: 15\15\20\25\25
Fortitude: 8
Reflex: 12
Will: 10

Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(32 Point) (Level 1) (Level 20) (Level 20)
Strength 10 10 10
Dexterity 16 22 22
Constitution 14 14 15
Intelligence 18 21 21
Wisdom 6 6 6
Charisma 6 6 6

Tomes Used
+4 Tome of Dexterity used at level 15

Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 20) (Level 20)
Balance 5 17.5 18.5
Bluff -2 -2 -1
Concentration 6 25 26
Diplomacy -2 -2 -1
Disable Device 8 28 29
Haggle -2 -2 -1
Heal -2 -2 -1
Hide 3 6 7
Intimidate -2 -2 -1
Jump 0 7 8
Listen -2 -2 -1
Move Silently 3 6 7
Open Lock 7 29 30
Perform n/a n/a n/a
Repair 4 5 6
Search 8 28 29
Spot 2 21 22
Swim 2 7 8
Tumble n/a n/a n/a
Use Magic Device 2 21 22

Level 1 (Artificer)
Skill: Balance (+2)
Skill: Concentration (+4)
Skill: Disable Device (+4)
Skill: Open Lock (+4)
Skill: Search (+4)
Skill: Spot (+4)
Skill: Swim (+2)
Skill: Use Magic Device (+4)
Feat: (Selected) Augment Summoning
Feat: (Automatic) Artificer Construct Mastery
Feat: (Automatic) Artificer Knowledge: Scrolls
Feat: (Automatic) Attack
Feat: (Automatic) Composite Plating
Feat: (Automatic) Exotic Weapon Proficiency: Great Crossbow
Feat: (Automatic) Exotic Weapon Proficiency: Repeating Heavy Crossbow
Feat: (Automatic) Exotic Weapon Proficiency: Repeating Light Crossbow
Feat: (Automatic) Heroic Durability
Feat: (Automatic) Inscribe Artificer Scroll
Feat: (Automatic) Light Armor Proficiency
Feat: (Automatic) Light Fortification
Feat: (Automatic) Magical Training
Feat: (Automatic) Medium Armor Proficiency
Feat: (Automatic) Rapid Reload
Feat: (Automatic) Revive Iron Defender
Feat: (Automatic) Simple Weapon Proficiency
Feat: (Automatic) Sneak
Feat: (Automatic) Trapfinding
Feat: (Automatic) Unleash Iron Defender
Feat: (Automatic) Warforged Traits
Spell (1): Enchant Weapons
Spell (1): Enchant Armor
Spell (1): Conjure Bolts
Spell (1): Repair Light Damage
Spell (1): Grease
Spell (1): Resist Energy


Level 2 (Artificer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Jump (+0.5)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Automatic) Artificer Craft Mastery
Feat: (Automatic) Artificer Knowledge: Potions
Feat: (Automatic) Artificer Rune Arm Use
Feat: (Automatic) Defensive Fighting
Feat: (Automatic) Sunder
Feat: (Automatic) Trip
Spell (1): Static Shock


Level 3 (Artificer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Jump (+0.5)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Toughness
Feat: (Automatic) Artificer Knowledge: Wands
Spell (2): Repair Moderate Damage
Enhancement: Artificer Crossbow Damage I
Enhancement: Uncaring Master
Enhancement: Racial Toughness I
Enhancement: Repair Manipulation I
Enhancement: Repair Manipulation II
Enhancement: Artificer Energy of Creation I
Enhancement: Warforged Constitution I
Enhancement: Warforged Healer's Friend I


Level 4 (Artificer)
Ability Raise: INT
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Jump (+0.5)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Artificer Bonus) Point Blank Shot
Feat: (Automatic) Archer's Focus
Feat: (Automatic) Trapmaking
Spell (2): Cat's Grace
Enhancement: Artificer Improved Rune Arm Use I
Enhancement: Artificer Rune Arm Overcharge I
Enhancement: Flame Manipulation I


Level 5 (Artificer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Jump (+0.5)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Automatic) Artificer Knowledge: Arms and Armor
Feat: (Automatic) Retain Essence
Spell (2): Elemental Weapons
Enhancement: Combustive Spellcasting I
Enhancement: Deadly Flame I
Enhancement: Flame Manipulation II
Enhancement: Flame Manipulation III


Level 6 (Artificer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Jump (+0.5)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Precise Shot
Spell (3): Flame Turret
Enhancement: Racial Toughness II


Level 7 (Artificer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Jump (+0.5)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Automatic) Artificer Knowledge (ALL)
Spell (3): Repair Serious Damage
Enhancement: Artificer Crossbow Damage II
Enhancement: Artificer Improved Rune Arm Use II
Enhancement: Combustive Spellcasting II
Enhancement: Deadly Flame II


Level 8 (Artificer)
Ability Raise: DEX
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Artificer Bonus) Extend Spell
Spell (3): Blast Rod
Enhancement: Combustive Spellcasting III
Enhancement: Flame Manipulation IV
Enhancement: Repair Manipulation III
Enhancement: Repair Manipulation IV


Level 9 (Artificer)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Swim (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Maximize Spell
Spell (4): Thundering Armor


Level 10 (Artificer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Jump (+0.5)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Spell (4): Armor of Speed
Enhancement: Deadly Flame III
Enhancement: Flame Manipulation V
Enhancement: Repair Manipulation V
Enhancement: Warforged Healer's Friend II


Level 11 (Artificer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Swim (+0.5)
Skill: Use Magic Device (+1)
Spell (4): Cold Iron Weapons
Enhancement: Combustive Spellcasting IV
Enhancement: Flame Manipulation VI
Enhancement: Repair Manipulation VI
Enhancement: Artificer Energy of Creation II


Level 12 (Artificer)
Ability Raise: DEX
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Jump (+0.5)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Artificer Bonus) Improved Critical: Ranged Weapons
Feat: (Selected) Spell Focus: Evocation
Spell (5): Prismatic Stike
Enhancement: Artificer Damage Boost I
Enhancement: Artificer Damage Boost II
Enhancement: Deadly Flame IV


Level 13 (Artificer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Swim (+0.5)
Skill: Use Magic Device (+1)
Feat: (Automatic) Skill Mastery
Spell (5): Planar Weapons
Enhancement: Flame Manipulation VII
Enhancement: Repair Manipulation VII


Level 14 (Artificer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Jump (+0.5)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Spell (5): Silver Weapons
Enhancement: Artificer Improved Rune Arm Use III


Level 15 (Artificer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Jump (+0.5)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Greater Spell Focus: Evocation
Spell (6): Blade Barrier
Enhancement: Artificer Damage Boost III
Enhancement: Artificer Improved Rune Arm Use IV


Level 16 (Artificer)
Ability Raise: INT
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Swim (+1)
Skill: Use Magic Device (+1)
Feat: (Artificer Bonus) Improved Precise Shot
Spell (6): Tactical Detonation
Enhancement: Combustive Spellcasting V
Enhancement: Deadly Flame V


Level 17 (Artificer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Jump (+0.5)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Swim (+0.5)
Skill: Use Magic Device (+1)
Spell (6): Deadly Weapons


Level 18 (Artificer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Jump (+0.5)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Swim (+0.5)
Skill: Use Magic Device (+1)
Feat: (Selected) Quicken Spell
Spell (6): Deconstruct


Level 19 (Artificer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Jump (+0.5)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Swim (+0.5)
Skill: Use Magic Device (+1)
Spell (5): Radiant Forcefield


Level 20 (Artificer)
Ability Raise: INT
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Jump (+0.5)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Swim (+0.5)
Skill: Use Magic Device (+1)
Feat: (Artificer Bonus) Empower Spell
Spell (6): Reconstruct
Enhancement: Artificer Rune Arm Overcharge II
Enhancement: Racial Toughness III
Enhancement: Combustive Spellcasting VI
Enhancement: Deadly Flame VI
Enhancement: Artificer Energy of Creation III
Enhancement: Warforged Healer's Friend III




Using all the suggestions I went with this I think this should be fine eh?

Loriac
01-09-2013, 09:38 PM
Loriacs build looks decent but early on ray of enfeeble will eat you alive. Can't kill stuff when you are low on str, or run away when encumbered. On my first arti life i started at 8 and hated it, bought a lesser reincarn quick as i could. As an arti you're likely to carry lots of weapons, rune arms, scrolls and trap gear to swap around. Low STR can easily get you killed. Taking 2 points from con should be fine, you can grab toughness and a few enhancements.

For feats i'd agree with most of what warwon101 put asides from Extend (which does NOT work on any weapon or armor buff spells!) and mental toughness. You will need two of the spell focus feats to help with rune arm DCs, assuming you want it to hit anyway and seeing how they can do very nice damage at higher level its worth it. Let Empower be the other feat you swap in for the 3 taken out (extend and 2 mental), with max and empower your Blade Barriers (or the lightning spells if you go that route) will be very nice.

Enfeeblement is an issue only at very low levels, and can be mitigated via bulls strength potions or wands, and lesser restoration potions. These methods are far better than a permanent build decision (short of LR'ing) which will leave you with a lower con at 20, particularly if you don't have gear or past lives to offset that.

FuzzyDuck81
01-10-2013, 02:03 AM
*snip* I'd also recommend keeping concentration high (its actually not as needed for a WF, as evenutally you'll take quicken for reconstructs) *snip*

Actually, concentration is still required for scroll use, so its worth having :)

Syrrah
01-10-2013, 04:53 AM
Ehrm, either I am going blind or you didn't take the Battle Engineer enhancement? If there is any enhancement you should take to up your ranged damage, it is exactly that one. Fusillade is just that good.

I'd take Rapid Shot and Point Blank Shot as soon as possible, before Toughness even. But that is only my personal preference.

Also the Arcane Empowerment capstone enhancement is really nice if you plan on playing past level 20.

Starting with 8 strength is fine. I always buy a stack of 100 lesser restorations potions for every toon - regardless of strength - exactly to counter enfeeblement.

The 2 points you put in Swim at level 1 can better be put in Tumble. 2 Swim isn't going to do you any good.

Finally, I didn't check your spells, but I suggest to keep the rare Artificer scroll list in mind and only pick rare spells at level-ups. You can always buy the others in the store.

I've sorted the rare scrolls in the order I would take them:

Level 1 Rare Artificer Scrolls
Enchant Weapons
Enchant Armor
Curative Admixture: Cure Light Wounds
Resistance

Level 2 Rare Artificer Scrolls
Curative Admixture: Cure Moderate Wounds

Level 3 Rare Artificer Scrolls
Flame Turret
Curative Admixture: Cure Serious Wounds
Positive Energy Infusion
Curative Admixture: Remove Disease

Level 4 Rare Artificer Scrolls
Armor of Speed
Cold Iron Weapons
Thundering Armor
Curative Admixture: Remove Poison
Inflict Critical Damage
Inflict Moderate Damage, Mass

Level 5 Rare Artificer Scrolls
Planar Weapons (a.k.a. Scroll of Align Weapons)
Silver Weapons
Prismatic Strike
Radiant Forcefield
Curative Admixture: Remove Curse
Repair Serious Damage, Mass
Inflict Serious Damage, Mass

Level 6 Rare Artificer Scrolls
Blade Barrier
Deadly Weapons
Tactical Detonation
Deconstruct
Repair Critical Damage, Mass

All Inflict spells do not take up a spell slot, similar to a cleric's spontaneous casting ability. However I never bothered using them.

warwon101
01-10-2013, 12:08 PM
thanks for the spell info I was hoping to get this type of info!

AbyssalMage
01-10-2013, 09:10 PM
Dump stats: Str, Wis, and Chr.
Having a low Str hurts but there are ways to overcome this. Dumping Chr will be fine because you don't start using UMD until Teens(13+) level range. At least I didn't (I was UMD'ing Pure Good repeaters). And by then, you should have a +6 Chr item, +3 UMD item, and/or hopefully :) eaten a tome.

Warning: Not everyone likes range style builds so that is a personal preference. But at lower levels, it isn't even fair. Until NPC HP inflation, you are a wrecking crew. Specially if you can find 1 or more Artificers to run with :p

AbyssalMage
01-10-2013, 09:28 PM
Look at this build for Feat Selection.

Artificer (http://forums.ddo.com/showthread.php?t=386775&highlight=Artificer)
I would not take precision (on a WF) but that is my personal choice.

Suggestion:
Quicken (Some spells just have to be cast)

Loriac
01-10-2013, 10:23 PM
Look at this build for Feat Selection.

Artificer (http://forums.ddo.com/showthread.php?t=386775&highlight=Artificer)
I would not take precision (on a WF) but that is my personal choice.

Suggestion:
Quicken (Some spells just have to be cast)

There is definitely disagreement / discussion on precision. If your WF arti is likely to be in shadowdancer most of the time, there is a strong argument for taking precision - your sneak damage with ED and items will be 6d6+13 or 34 per shot. Precision will be very helpful in boss fight situations, and will be more damage than combat archery (assuming that is fixed at some point). Fortified mobs tend to be more troublesome in general than non-fortified mobs; therefore, whilst combat archery is the more 'general' feat, precision helps when you probably need it most. If we're talking Helf artis, then precision is basically a no-brainer.

Also, notwithstanding some of comments in that thread you linked to, with the new attack bonus system, precision adds +5% to hit after all other factors; in other words, the +25% adjustment we get as players trying to hit in the new system becomes +30%. This is a big increase, particularly as dex bonuses on WF arti will cap out at around 12-14 (depending on how much you run around with tenser's on).

Finally, an arti should be able to fit precision, combat archery, and epic spell focus: evocation if he really wants to. For a WF, the feat list would be:

PBS; Rapid shot; Precise Shot; Imp Crit: ranged; IPS; Combat archery
Toughness; Insightful reflexes; Precision
Maximise; SF: Evoc; GSF: Evoc; ESF: Evoc; Quicken

Empower spell is the debatable 'missing' feat from that list, but with the changes so that it only adds a fixed amount to your BBs, its simply not needed.

Kinerd
01-13-2013, 02:01 PM
Enfeeblement is an issue only at very low levels, and can be mitigated via bulls strength potions or wands, and lesser restoration potions. These methods are far better than a permanent build decision (short of LR'ing) which will leave you with a lower con at 20, particularly if you don't have gear or past lives to offset that.At the same time, Symbol of Weakness can cause up to -18 to Str. 25 less HP on a self-healing, mobile build is not a terrible imposition.
Starting with 8 strength is fine. I always buy a stack of 100 lesser restorations potions for every toon - regardless of strength - exactly to counter enfeeblement.Just keep in mind that you cannot use any potion while Helpless.

Loriac
01-13-2013, 09:17 PM
The only times I can think of that str loss has been an issue was ray of enfeeblement in quests like Irestone inlet where the hobgoblin clerics spam it. Assuming a starting str of 8, a +1 tome of str eaten by level 3 (or inherited from a previous life if TR'ing), and a +3 item at level 5 (which is easily craftable, especially for an arti), you're at 12 str and so will never be helpless from RoE.

I cannot recall a single time that I've ever been rendered helpless by symbol of weakness. If you're finding this happens a lot, perhaps you could stop running into them?

25hp can matter much more than it seems it should, but unless you know how mob spell damage works you won't really understand why til you've had a few deaths. From around L13+, mobs start to use disintegrate. This is the number 1 instakill spell out there, because the only defence if you fail your saving throw (easily done on elite at level content, and obviously more likely if your starting con is lower) is to have enough hp to survive the hit.

In my opinion, this is extremely bad design on Turbine's part; instakill effects on players are not fun, and whilst technically there is a save allowed, very few people are going to have characters that can hit those saves with any degree of regularity. At least with spells like finger of death you can use deathward to mitigate the effect (its particularly galling to die on a saved roll for FoD because the new damage added to the spell is so high) but with disintegrate, you either make the save or you have the hp to absorb the hit, or you die.

This is one of the key reasons for hp creep on players, and why new players are advised religiously not to dump con. 300hp at level 15 is nice, and a few years ago would have been considered very good, but these days you will die with hp at that level in content where high level spells are being spammed by mobs. Today, I would try to be hitting 400hp (buffed) by that level on an arti if at all possible.

And whilst I can't think of a single time during my arti's current life that he was made helpless by RoE or symbol, there were a number of times where his hp dropped into single digits (from full) because of an enemy spell. And his hp was around 400 at L15, before buffs.

unbongwah
01-14-2013, 10:17 AM
Late to the party, but you can see my WF arty build here (http://forums.ddo.com/showpost.php?p=4832706&postcount=5). It's been one of my favorite solo / leveling builds. The only thing I don't like is the lack of melee ability; kiting mobs w/a charging RA is a PITA. :p Epic feats would be ESF:Evo and Combat Archery (needs either +4 DEX tome or another lvl-up pt into DEX), presuming the latter is finally WAI.

Kinerd
01-15-2013, 03:25 PM
The only times I can think of that str loss has been an issue was ray of enfeeblement in quests like Irestone inlet where the hobgoblin clerics spam it. Assuming a starting str of 8, a +1 tome of str eaten by level 3 (or inherited from a previous life if TR'ing), and a +3 item at level 5 (which is easily craftable, especially for an arti), you're at 12 str and so will never be helpless from RoE.

I cannot recall a single time that I've ever been rendered helpless by symbol of weakness. If you're finding this happens a lot, perhaps you could stop running into them?I don't get rendered helpless... because I started with more than 8 Str. :)
25hp can matter much more than it seems it should, but unless you know how mob spell damage works you won't really understand why til you've had a few deaths. From around L13+, mobs start to use disintegrate. This is the number 1 instakill spell out there, because the only defence if you fail your saving throw (easily done on elite at level content, and obviously more likely if your starting con is lower) is to have enough hp to survive the hit.If I may retort in kind, in five lives my wizard was never killed by a disintegrate. This is the second key to my above point: we are speaking of mobile builds, able to avoid damage at literally the same time as doing damage. It is relatively easy to mitigate incoming rays this way, because rays only hit one spot. Symbols (and ball type spells) have a much larger radius of impact, and symbols specifically can lie in wait.

stefferweffer
01-15-2013, 05:29 PM
On the subject of hit points at higher levels, you guys are talking about running Hard or Elite content, right? My Artificer just hit 20 and he has 28 CON after enhancements/gear, Toughness, and 2 Toughness Enhancements. I think he also has an Improved False Life item. Anyway, he now has "only" 372 hit points. But he is a first life, non-raid gear character. I haven't touched crafting yet, and he doesn't have millions of plat in the bank either.

I'm hoping that no one is suggesting that you can't play to level 25 on Epic Normal, for example, with less than 400 hit points.

danotmano1998
01-15-2013, 05:35 PM
I came back a few days ago and been working on a WF Soc, but finding it hard to use as I get into the longer quests this is only at lvl 4 btw.

The guild has suggested that the WF AR is a very decent and capable soloing class.


Any feedback?

IMO Arties are just fine, but a WF Sorc is da bomb.
"Don't give up on the sorc, once you get your SLA's, you're on easy street" would be my feedback.

Loriac
01-16-2013, 04:01 AM
On the subject of hit points at higher levels, you guys are talking about running Hard or Elite content, right? My Artificer just hit 20 and he has 28 CON after enhancements/gear, Toughness, and 2 Toughness Enhancements. I think he also has an Improved False Life item. Anyway, he now has "only" 372 hit points. But he is a first life, non-raid gear character. I haven't touched crafting yet, and he doesn't have millions of plat in the bank either.

I'm hoping that no one is suggesting that you can't play to level 25 on Epic Normal, for example, with less than 400 hit points.

Correct. Also, I'd add it applies far more to elite content than even hard.

Tier 3 shroud hp items take a while to make, but tier 2 is fairly quick and gives you an extra 25hp (vs. 45 for the tier 3). Guild item slots can give up to 20hp, but I tend not to use them because of the 6h duration. Greater false life is readily available, and if you're a warforged you may want to try to obtain an unsuppressed quorforged docent (this is a nice consolidation item, bringing together +6con, superior false life, and toughness). Argonesson favor gives another 10hp if you have 150 favor (easy to get if you do all the GH quests on elite, but ofc dependent on you owning the pack).

Additionally, each epic level adds 10 + con mod + toughness mod hp, which in your case would be 20/level, so by 25 you'd have 472hp without any other additions in any case.

Having said all that, its still a good target to aim for 500hp minimum on a L25 artificer imo, which shouldn't be too difficult for most players.

Loriac
01-16-2013, 04:08 AM
I don't get rendered helpless... because I started with more than 8 Str. :)

Meanwhile, I started with a Str of 8 and also don't get rendered helpless. Perhaps Str8 isn't the critical factor?


If I may retort in kind, in five lives my wizard was never killed by a disintegrate. This is the second key to my above point: we are speaking of mobile builds, able to avoid damage at literally the same time as doing damage. It is relatively easy to mitigate incoming rays this way, because rays only hit one spot. Symbols (and ball type spells) have a much larger radius of impact, and symbols specifically can lie in wait.

Even mobile builds are hit by lag, or looking in the wrong direction, or momentary lapses of concentration. You're seriously telling me you can avoid disintegrate rays in the midst of heavy combat (with the associated lag etc) but you can't watch where you step when it comes to symbols?

Hp is essentially a safety buffer. For a multi-tr toon, having a lower con or not having toughness or the related enhancements can be mitigated via past lives and gear. For a first life toon it can't, plus the level of familiarity with the game is likely to be lower. Therefore a large hp buffer is more helpful than a +2 to starting str, which will lose its impact by level 6-8 at the latest in any case.

Shanzookie
01-18-2013, 02:25 PM
I personaly never go below 16 for con on any toon..