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Shrimpboy
08-30-2014, 11:56 AM
Hi all, I logged onto Lamannia today after seeing Singular's post in his/her new thread to check out the new gear, specifically, the new rune arm.

For those of you who don't know, here are the specs:

Knives Eternal, BTCoA
ML: 27

Knife Shot: Launches a variety of death dealing projectiles at your enemy. (Seems to lock on via auto-target and targetted, similar to other force rune arms. Shots don't spread out as much, so better for Single Target than AoE. I'm unaware of the damage model, but using a generic WF arty with no gear on other than this rune arm, it did 1k non crits and 2-3k crits.)

Maximum Charge Tier V

Spike Guard: On Being Hit in Melee: 5% chance to do 510-700 piercing damage to the attacker.
Rune Arm Imbue: Knife Shot: Any weapon you wield deals an additional 2-20 piercing damage
Impulse: +150 spellpower to force, physical and untyped damage spells
Kinetic Lore XII: 22% equipment bonus to chance to crit of Force, Physical and Untyped spells.
Spiked: On Damage: 10% chance of dealing an additional 10d6 piercing damage
Upgradeable: Choice of Blue or Yellow Augment
Upgradeable: Green Augment

Now, because of this addition, Sage's Cuffs can go and I'm torn on what bracers to use with my current armor set up. (Check https://www.ddo.com/forums/showthread.php/440101-Pure-Artificer-Build-Advice for my gear layout and builds specs if desired) The only thing I felt was missing was Sneak Attack +5 (+8 to damage on sneak attacks), but this also opens up Skirmisher's Bracers as well. So I'd like some insight on these two items and which would be the optimal choice between the two?

http://ddowiki.com/page/Item:Skirmisher%27s_Bracers_%28Level_26%29 and http://ddowiki.com/page/Item:Epic_Bracers_of_the_Hunter

Thanks for your time and input! ^^

Singular
09-01-2014, 08:17 AM
Hi all, I logged onto Lamannia today after seeing Singular's post in his/her new thread to check out the new gear, specifically, the new rune arm.

For those of you who don't know, here are the specs:

Knives Eternal, BTCoA
ML: 27

Knife Shot: Launches a variety of death dealing projectiles at your enemy. (Seems to lock on via auto-target and targetted, similar to other force rune arms. Shots don't spread out as much, so better for Single Target than AoE. I'm unaware of the damage model, but using a generic WF arty with no gear on other than this rune arm, it did 1k non crits and 2-3k crits.)

Maximum Charge Tier V

Spike Guard: On Being Hit in Melee: 5% chance to do 510-700 piercing damage to the attacker.
Rune Arm Imbue: Knife Shot: Any weapon you wield deals an additional 2-20 piercing damage
Impulse: +150 spellpower to force, physical and untyped damage spells
Kinetic Lore XII: 22% equipment bonus to chance to crit of Force, Physical and Untyped spells.
Spiked: On Damage: 10% chance of dealing an additional 10d6 piercing damage
Upgradeable: Choice of Blue or Yellow Augment
Upgradeable: Green Augment

Now, because of this addition, Sage's Cuffs can go and I'm torn on what bracers to use with my current armor set up. (Check https://www.ddo.com/forums/showthread.php/440101-Pure-Artificer-Build-Advice for my gear layout and builds specs if desired) The only thing I felt was missing was Sneak Attack +5 (+8 to damage on sneak attacks), but this also opens up Skirmisher's Bracers as well. So I'd like some insight on these two items and which would be the optimal choice between the two?

http://ddowiki.com/page/Item:Skirmisher%27s_Bracers_%28Level_26%29 and http://ddowiki.com/page/Item:Epic_Bracers_of_the_Hunter

Thanks for your time and input! ^^

Hey, thanks Shrimpboy, for the reference :)

I will likely go with the Skirmisher's Bracers - I think maxing out doubleshot provides a nice increase in damage - one that will go nicely with the new feat, overwhelming critical.

On alternative might this:

http://ddowiki.com/page/Item:Dumathoin%27s_Bracers

Natural Armor +10
Elemental Resistance +45
Sheltering +30
Blue Augment Slot
Dexterity +11

I wear them on my sorc and I LOVE the +30 PRR and the +45 Elemental Resistance. Plus we can always use another blue augment.

----------an aside----------

Let's see, for blue, you probably want: false life, protection, possibly fortification and resistance (though it's best to get +10 elsewhere), and good luck is all I can think of, given the above rune arm and bracers.

For yellow, you want: deathblock, blindness immunity, fear immunity, evocation spell focus +2, possibly spell points, disease and curse resistance, maybe striding.

Yup, so I'm going to make that rune arm a yellow augment.

Shrimpboy
09-01-2014, 12:41 PM
Hey, thanks Shrimpboy, for the reference :)


Of course! You are one of the experts on artificers and are worth the mention. Thank you for the reply, too! :D

I did think about Duma's, but I feel like we need to get every DPS increase we can in order to avoid becoming what bards used to be in this game. "Sure, join our raid. You have songs." But instead, we have deadly. :P

I'm also curious to know what gear plan you have now, and how it's changed, if you don't mind me asking. As most builds, I'm having toruble fitting everything I want into my gear, and I'd like to know what effects you have and ones you've given up that work well for you! Thanks again, Singular! :D

AMADHA
09-02-2014, 07:34 PM
Hi all, I logged onto Lamannia today after seeing Singular's post in his/her new thread to check out the new gear, specifically, the new rune arm.

For those of you who don't know, here are the specs:

Knives Eternal, BTCoA
ML: 27



What's obvious is I have no clue as to what is being referred to, since I'm new to the artificer class (lvl8 real tune), and I really like it! However finding rune arms seems particularly hard for me (not counting the lame one from Korthos, Going veteran grants a better one). One complaint I have is that in the beta server there is no place to get any artificer specific gear, particularly rune arms and repeating crossbows. Big sad face. BTW I found a list of locations, I'll try to find with that, perhaps I'm not seeing them when they present themselves in quests. Anyway it would be nice if the Test Dojo had an artificer table or some drops in the loot room.

Shrimpboy
09-04-2014, 03:42 PM
What's obvious is I have no clue as to what is being referred to, since I'm new to the artificer class (lvl8 real tune), and I really like it! However finding rune arms seems particularly hard for me (not counting the lame one from Korthos, Going veteran grants a better one). One complaint I have is that in the beta server there is no place to get any artificer specific gear, particularly rune arms and repeating crossbows. Big sad face. BTW I found a list of locations, I'll try to find with that, perhaps I'm not seeing them when they present themselves in quests. Anyway it would be nice if the Test Dojo had an artificer table or some drops in the loot room.

If you are looking for the artificer gear in the test dojo, try going to the left side of the dojo and hitting the middle, 28, and 24 cabinets. Granted Lama is going down in an hour, but those 3 cabinets will give you a raiders box (gives you Needle), the e3BC rune arm, Thunderforged crafting ingredients (go 1st Degree Burns, Dragon's Edge, and then Crippling Flames on your xbow) and the Knives Eternal I was talking about. Have fun playing around, I think you'll like it. ^^

Singular
09-07-2014, 09:25 PM
Of course! You are one of the experts on artificers and are worth the mention. Thank you for the reply, too! :D

I did think about Duma's, but I feel like we need to get every DPS increase we can in order to avoid becoming what bards used to be in this game. "Sure, join our raid. You have songs." But instead, we have deadly. :P

I'm also curious to know what gear plan you have now, and how it's changed, if you don't mind me asking. As most builds, I'm having toruble fitting everything I want into my gear, and I'd like to know what effects you have and ones you've given up that work well for you! Thanks again, Singular! :D

TBH, I haven't been playing my artie at all - sadly. I've mostly switched to my air savant sorc, which is total fun.

Anyways, the only thing I changed was that I was working on the Thunderholme Xbow. I'd like 2: one like you described above and one for negative damage and the -2 negative levels. Let's see...otherwise, I'm trying to see if I can fit the battlerager's harness in. It's just that to make those takes more than 30 runs of each raid. Blach! Too much work.

I'll probably start on my artie again in a bit, especially when the new rune arm comes out.

Irongutz2000
09-08-2014, 05:22 AM
TBH, I haven't been playing my artie at all - sadly. I've mostly switched to my air savant sorc, which is total fun.

Anyways, the only thing I changed was that I was working on the Thunderholme Xbow. I'd like 2: one like you described above and one for negative damage and the -2 negative levels. Let's see...otherwise, I'm trying to see if I can fit the battlerager's harness in. It's just that to make those takes more than 30 runs of each raid. Blach! Too much work.

I'll probably start on my artie again in a bit, especially when the new rune arm comes out.

I use a 1st degree burns , paralyzing fear , mortal fear ( this I use onn EVERYTHING but red names ) and a 1st degree burns , wrath of flames , crippling flames. Need to make a neg one to but a lot of work.

Singular
09-08-2014, 11:42 AM
I use a 1st degree burns , paralyzing fear , mortal fear ( this I use onn EVERYTHING but red names ) and a 1st degree burns , wrath of flames , crippling flames. Need to make a neg one to but a lot of work.

And? How do they work for you?

Irongutz2000
09-08-2014, 04:10 PM
And? How do they work for you?

Mortal fear cuts HP in half its awesome with imp . precise shot. The paralyzing is nice for a little extra cc. The damage ones r also nice, am a huge fan of the vulnerability cause it works with rune arm and spell damage to.

Singular
09-08-2014, 09:01 PM
Mortal fear cuts HP in half its awesome with imp . precise shot. The paralyzing is nice for a little extra cc. The damage ones r also nice, am a huge fan of the vulnerability cause it works with rune arm and spell damage to.

Wow, nice! You put a lot of work into building TF xbows - good job! Looks like I have my work cut out for me!

Halving the mob's hp must be great in EE stuff. Do they sometimes halve twice?

Shrimpboy
09-14-2014, 07:15 AM
Hey, thanks Shrimpboy, for the reference :)

I will likely go with the Skirmisher's Bracers - I think maxing out doubleshot provides a nice increase in damage - one that will go nicely with the new feat, overwhelming critical.

On alternative might this:

http://ddowiki.com/page/Item:Dumathoin%27s_Bracers

Natural Armor +10
Elemental Resistance +45
Sheltering +30
Blue Augment Slot
Dexterity +11

I wear them on my sorc and I LOVE the +30 PRR and the +45 Elemental Resistance. Plus we can always use another blue augment.

----------an aside----------

Let's see, for blue, you probably want: false life, protection, possibly fortification and resistance (though it's best to get +10 elsewhere), and good luck is all I can think of, given the above rune arm and bracers.

For yellow, you want: deathblock, blindness immunity, fear immunity, evocation spell focus +2, possibly spell points, disease and curse resistance, maybe striding.

Yup, so I'm going to make that rune arm a yellow augment.

Out of curiousity, which epic feat are you dropping for O-Crit? Ruin or ESF: Evo?

Irongutz2000
09-14-2014, 12:22 PM
Wow, nice! You put a lot of work into building TF xbows - good job! Looks like I have my work cut out for me!

Halving the mob's hp must be great in EE stuff. Do they sometimes halve twice?

yes it can double shot or proc 2 times , its a 5% chance onn hit.

Irongutz2000
09-14-2014, 12:22 PM
Out of curiousity, which epic feat are you dropping for O-Crit? Ruin or ESF: Evo?

The 1 evo dc seems more logical then dropping ruin. Ruin is really nice when needed.

cdbd3rd
09-14-2014, 12:31 PM
Knives Eternal, BTCoA
ML: 27

Knife Shot: Launches a variety of death dealing projectiles at your enemy. (Seems to lock on via auto-target and targetted, similar to other force rune arms. Shots don't spread out as much, so better for Single Target than AoE.....

digress

That one sounds like fun - reminiscent of the saw-blade crossbow from Redneck Rampage.

Hopefully they'll add something similar as a lower level 'arm for us more casual Artys some day. :p


/digression.

Singular
09-14-2014, 06:32 PM
Out of curiousity, which epic feat are you dropping for O-Crit? Ruin or ESF: Evo?

Arg! tough question!

I guess it's going to have to be the evo dc...how upsetting! It's just that we've lost BT and need some kind of high damage one shot. buuuu! Well, when the level is increased to 30, I think we get another epic feat - if so, I guess evo dc will come back :)

Singular
09-16-2014, 08:48 PM
I haven't done a complete gear overhaul yet, but here are some gear to think about:

Dragon Masque http://ddowiki.com/page/Item:Dragon_Masque
The problem w/it is 1) that much end game content has baddies that heal via negative damage and 2) it has deception on it. So it's a situational item for soloing, and for trash, but not for use in groups in raids or against bosses. Additionally, it doesn't have a green/blue augment slot on it, which can be a bad point if you're using a dragon helm.

Here are some possibilities, from this thread:
http://ddowiki.com/page/Update_23_named_items

a MUST have: Knives Eternal - Rune Arm, Bound to Character on Acquire - Knife Shot, Maximum Charge Tier: V, Spike Guard, Rune Arm Imbue: Knife Shot VI, Impulse +150, Kinetic Lore XII, Spiked, Upgradeable - Primary Augment (Yellow, Blue, Red), Upgradeable - Secondary Augment (Green, Orange, Purple)


Epic Ethereal Bracers - Bracers - Dexterity +11, Riposte IX, Ghostly, Deadly X, Speed XIV, Feather Falling, Upgradeable - Primary Augment (Yellow, Blue), Upgradeable - Secondary Augment (Green)

Sanctified Gages - Gloves - Use Magical Device +5, Scorching Sun - On Hit: 2d6 light damage, Deadly XI, Greater Dispelling Guard, Extra smites, Upgradeable - Primary Augment (Yellow, Blue), Upgradeable - Secondary Augment (Green)

Epic Mentau's Goggles - Goggles - Seeker +10, Exceptional Seeker +2, Ghostly, Use Magical Device +5, Dexterity +11, Upgradeable - Primary Augment (Yellow, Blue), Upgradeable - Secondary Augment (Green)

Epic Eye of the Beholder - Ring - Absorb Doomsphere Spells 8/8, Deathblock VII, Intelligence +11, Wizardry X, Spell Save +1 (This items gives a +1 enhancement bonus to your saves versus spells.), Upgradeable - Primary Augment (Yellow, Blue), Upgradeable - Secondary Augment (Green)

Epic Fanged Gloves - Gloves - Arcane Casting Dexterity, Blurry, Intelligence +11, Magical Efficiency 10%, Upgradeable - Primary Augment (Yellow, Blue), Upgradeable - Secondary Augment (Green)

This one could be interesting to arcanotechs, since artie spells are basically all evocation:

Epic Deific Diadem - Helm, Exclusive - Lesser HeightenIcon tooltip.png, Wisdom +11, Intelligence +11, Charisma +11, Deific Focus II, Upgradeable - Primary Augment (Yellow, Blue), Upgradeable - Secondary Augment (Green)

On a ranged artie who wants better defense: Circle of Malevolence - Ring - Improved HarmIcon tooltip.png, Intimidate +25, Resistance +12, Incite +45%, Vitality +40, Insightful Sheltering +5, Upgradeable - Primary Augment (Yellow, Blue), Upgradeable - Secondary Augment (Green)

On fleshies: Shroud of Ardent - Necklace - Armor Bonus +8, Sheltering +30, Smoke Screen, Immunity to Fear, Healing Amplification - 30%, Upgradeable - Primary Augment (Yellow, Blue), Upgradeable - Secondary Augment (Green)

Good for getting all rougueing stuff in one item:
Item:Epic Treasure Hunter's Spyglass (Level 24) - Trinket - Upgradeable - Tier 1, Spot +20, Search +20, True Seeing, Use Magical Device +4, Insightful Intelligence +2
Upgradeable - Tier 2: Insightful Intelligence +2 ? Insightful Intelligence +3, Adds Open Lock +15
Upgradeable - Tier 3: Open Lock +15, Use Magical Device +4 ? Open Lock +20, Enhanced Use Magical Device +5, Adds Green Augment Slot

Otherwise, not so much, but you might disagree with me. I'm not convinced the new armors are better than black dragon armor. The +5% damage buff adds a tremendous amount of damage on your crits.

I think it would be interesting to add all the little +2-12 damage per attack stuff we can add. That would boost our dps a touch.

Probably the best thing about this update, other than the awesome rune arm, is the Harper Tree. I'm basically going to replace my arcanotech tree with it. I don't know if that'll make us competitive in EE again, but it will help.