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scottyboy1979
05-06-2015, 09:09 PM
Hey guys, so ive been playing for around three and a half years, played most of the classes but still keep coming back to my arti because hes so much fun. My thing is though after 12 epic trs with fourth twist, 5 trs (3 arti, 1 wiz, 1 bard) and basically all the equipment in the game, except for the mythics and third tier elemental, im still a little lost on what is the best build. In a nutshell I want to be a knives eternal rune arm, tact detonation, prismatic strike, ruin spell kinda guy with a powerful sword (dont like range) preferably bastard sword or rapier. Currently have three complete thunder forge with mostly spell crits and spell power on bs and khopesh with burns. I want superior thieving skills preferably evasion from ed but open for heavy armor prr mrr as well. what always gets me for a loop is my dc. I can get around 64 full int and ed int max out everything but afraid im putting too much into it and not enough into weapon or armor. though my burst gets around 40 crit percent and around 7k damage which is cool. trying out construct essence as well with maybe a drow, to help with dodge and spell resistance maybe but wouldnt mind going back to human. like the repair healing so far better than scrolls. my thieving skills are pretty good even without much extra due to my high int and skill progression so not to worried abut that. just picking the right ed and equipment and feats can be nerve racking lol. spent almost 500 dollars on just hearts of wood and jewerly kits last month for my bard and tr the next day to arti lol didnt like him after all. needless to say wife is real mad and basically you guys are my last hope to continue playing this game because i cant do that again lol. thanks for hearing me out and any thoughts would be awesome. thx again.


?* ?*?* ?*?* ?*?*?* ?*?* ?*?* ?*?* ?*?* ?*?* ?*?* ?*?* ?*?* ?*?* ?*?* ?*?* ?*?* ?*?* ?*?* ?*?* ?*?* ?*?* ?*?* ?*?* ?*

Singular
05-06-2015, 09:44 PM
Hey,

for an endgame artie, the usual suggestion is to avoid construct essence. It sort of screws you for repair and healing. If you're going fleshie, then try to maximize your healing abilities. Here's my human artificer build: https://www.ddo.com/forums/showthread.php/438867-High-DPS-human-artie-build

I haven't updated it for current items, though. Sorry.

If you want to multiclass, Oxarhamar has really good suggestions, but his comments are scattered around. Here's a link to one build he posted (scroll down). Please notice it's mostly a Paladin build, just to get the Holy Sword:

https://www.ddo.com/forums/showthread.php/450581-Deadly-Weapon-vs-Holy-Sword

If you want a toaster, then check out Cthruego's build - it's become the standard for wf/bf.

----------

If you're going bastard sword, take the single weapon line. Try to boost your melee power, run in Legendary Dreadnaught. If you're going Fleshie, then I recommend getting the Gauntlets of Immortality. That way you can put a Meteoric Ruby on your bastard sword instead of a devotion item. If you're going wf/bf, you can ignore this. As it stands, probably wf/bf offer better all around dps and survivability. Humans offer great burst dps b/c the racial boosts work at the same time as the class boosts, so you can use 20% damage increase + haste at the same time. And humans look better :) but they have to take Cocoon and so lose a twist slot.

Given how PRR/MRR work now, I am likely going to switch my "mental toughness" feat for "heavy armor." I think the extra PRR will lead to greatly increased survivability in EE content.

scottyboy1979
05-07-2015, 01:46 AM
Wow very helpful sing, thx a whole lot!

scottyboy1979
05-07-2015, 01:51 AM
Also, do you believe prr mrr and ac is better than a real high dodge plus evasion? That has been bothering me alot lol

Singular
05-07-2015, 12:24 PM
Also, do you believe prr mrr and ac is better than a real high dodge plus evasion? That has been bothering me alot lol

I really don't know - I've never had a high dodge, evasion toon. But EEs are hard on my artie. I have 4 displacement clickies and sometimes that isn't enough. So I'm seriously considering dropping mental toughness for heavy armor and seeing how that works out. There are a lot of good heavy armors!

Caprice
05-07-2015, 01:43 PM
Also, do you believe prr mrr and ac is better than a real high dodge plus evasion? That has been bothering me alot lol
IMO Heavy armor is superior to Evasion, and while not universal I think you will find a lot of people who believe that. If you look at a lot of the EE focused builds for lighter armor classes you will see the same trend on them: Barbarians taking Heavy Armor, Rangers taking Heavy Armor, Wizards taking Heavy Armor, non-Swashbuckling Bards taking Heavy Armor, etc. (or Adamantine Body for WF/BF).

My rationale (and experience) is that Heavy Armor reduces all damage you take, both physical and most magic (except Force/aligned), so that it basically eliminates 1- or 2-shot deaths and usually buys enough time for you to heal yourself. A Light/no Armor character with Evasion takes almost full physical damage from any hit but mostly ignores magical damage. With good Dodge a lightly armored character may take the same damage over time as someone in Heavy (or even less if there is a lot of magic damage in your quest), but the damage you take comes in big chunks that can kill you before you can heal yourself (exacerbated by the lower base HP on Evasion classes). I also feel like there is more physical damage overall in the game and generally the magical attacks that seem to cause the most trouble aren't affected by either Evasion or MRR, both of which further skew the balance in favor of Heavy Armor's high PRR/MRR.

This rationale is valid mainly for characters without a lot of past lives and min-max gear. With a lot of work you can get solid PRR/MRR mitigation on an Evasion character, in which case you get to have your cake and eat it too. Otherwise the only time I find Evasion situationally better than Heavy Armor is for the few traps you have to stand in to disarm or open a door. There are so few of those that significantly reducing your ability to survive in 99.99% of content in order to succeed in the other 0.01% seems like a terrible tradeoff to me (yes, those percentages are comepletely made up, but feel "representative" to me).

Hopefully someone who prefers Evasion will jump in and provide some good counter points.

scottyboy1979
05-07-2015, 02:18 PM
Awesome thx cap very interesting i will check that out

CThruTheEgo
05-07-2015, 05:16 PM
Caprice summed it up nicely. Physical damage from melees are the biggest threat in the game today. Evasion does nothing to help with that. Evasion builds in light/no armor with high dodge take big spike damage, whereas heavy armor, high PRR builds take lower amounts of physical damage more consistently. It is easier to manage the lower, more constant damage than the fewer but very heavy hits. This is the reason I take adamantine body on Dubbell O'Seven and heavy armor on my pure tempest ranger (both linked in my sig).

adrian69
05-18-2015, 03:19 PM
Hey guys, so ive been playing for around three and a half years, played most of the classes but still keep coming back to my arti because hes so much fun. My thing is though after 12 epic trs with fourth twist, 5 trs (3 arti, 1 wiz, 1 bard) and basically all the equipment in the game, except for the mythics and third tier elemental, im still a little lost on what is the best build. In a nutshell I want to be a knives eternal rune arm, tact detonation, prismatic strike, ruin spell kinda guy with a powerful sword (dont like range) preferably bastard sword or rapier. Currently have three complete thunder forge with mostly spell crits and spell power on bs and khopesh with burns. I want superior thieving skills preferably evasion from ed but open for heavy armor prr mrr as well. what always gets me for a loop is my dc. I can get around 64 full int and ed int max out everything but afraid im putting too much into it and not enough into weapon or armor. though my burst gets around 40 crit percent and around 7k damage which is cool. trying out construct essence as well with maybe a drow, to help with dodge and spell resistance maybe but wouldnt mind going back to human. like the repair healing so far better than scrolls. my thieving skills are pretty good even without much extra due to my high int and skill progression so not to worried abut that. just picking the right ed and equipment and feats can be nerve racking lol. spent almost 500 dollars on just hearts of wood and jewerly kits last month for my bard and tr the next day to arti lol didnt like him after all. needless to say wife is real mad and basically you guys are my last hope to continue playing this game because i cant do that again lol. thanks for hearing me out and any thoughts would be awesome. thx again.


?* ?*?* ?*?* ?*?*?* ?*?* ?*?* ?*?* ?*?* ?*?* ?*?* ?*?* ?*?* ?*?* ?*?* ?*?* ?*?* ?*?* ?*?* ?*?* ?*?* ?*?* ?*?* ?*?* ?*


I can't find my new one, but this build I use on my end game arty. I only have the 3rd pally level for the cleave. My new build drops one paladin level for a level of wizard for maximize and the tempest cleave. My planner also doesn't include the melee feats into the arty class feat list, so that's why IC ranged is took there, so I can go ahead and slot OC at 21. The empty arty feat slot is for bastard swords. Perfect SWF at 26 and Perfect TWF at 28. This build is a swf build focused on maxing rune arm DC. Rune Arms are situational, but I use St. Mu'Ray's fire to make some use of blast rod and slot impulse on a weapon or arm when I want to make BB matter. I also am situational with my level 6 spells. There are times when I feel Tac Det and BB are better than deadly.

Edit: I liked running this build in DI, FS, Fury, DC, or LD. Any are fine choices. However, running in DI or FS sometimes I twist Lay Waste/Momentum Swing in there, so cleave is the feat for level 24. 16 pts in BF race tree for the reconstruct SLA, 2 pts in improved power attack, and take the greatest action boost in game, ever.


Character Plan by DDO Character Planner Version 04.23.01
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Hulluuk Green Raging Machine
Level 28 Lawful Good Bladeforged Male
(3 Paladin \ 17 Artificer \ 8 Epic)
Hit Points: 458
Spell Points: 1383
BAB: 15\15\20\25\25
Fortitude: 21
Reflex: 24
Will: 19

Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(36 Point) (Level 1) (Level 28) (Level 28)
Strength 11 18 18
Dexterity 6 13 13
Constitution 18 25 25
Intelligence 18 32 34
Wisdom 7 14 14
Charisma 14 21 21

Tomes Used
+1 Tome of Strength used at level 3
+1 Tome of Dexterity used at level 3
+1 Tome of Constitution used at level 3
+1 Tome of Intelligence used at level 3
+1 Tome of Wisdom used at level 3
+1 Tome of Charisma used at level 3
+2 Tome of Strength used at level 6
+2 Tome of Dexterity used at level 6
+2 Tome of Constitution used at level 6
+2 Tome of Intelligence used at level 6
+2 Tome of Wisdom used at level 6
+2 Tome of Charisma used at level 6
+3 Tome of Strength used at level 10
+3 Tome of Dexterity used at level 10
+3 Tome of Constitution used at level 10
+3 Tome of Intelligence used at level 10
+3 Tome of Wisdom used at level 10
+3 Tome of Charisma used at level 10
+4 Tome of Strength used at level 14
+4 Tome of Dexterity used at level 14
+4 Tome of Constitution used at level 14
+4 Tome of Intelligence used at level 14
+4 Tome of Wisdom used at level 14
+4 Tome of Charisma used at level 14
+5 Tome of Strength used at level 18
+5 Tome of Dexterity used at level 18
+5 Tome of Constitution used at level 18
+5 Tome of Intelligence used at level 18
+5 Tome of Wisdom used at level 18
+5 Tome of Charisma used at level 18

Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 28) (Level 28)
Balance 0 12 18
Bluff 2 5 16
Concentration 8 30 41
Diplomacy 2 5 16
Disable Device n/a 35 49
Haggle 2 5 16
Heal -2 2 13
Hide -2 1 7
Intimidate 2 5 16
Jump 1 5 11
Listen -2 2 13
Move Silently -2 1 7
Open Lock n/a 24 35
Perform n/a n/a n/a
Repair 4 32 46
Search 4 35 49
Spellcraft 6 35 46
Spot 0 25 36
Swim 0 4 5
Tumble -1 2 8
Use Magic Device 4 28 42

Level 1 (Paladin)
Skill: Balance (+2)
Skill: Concentration (+4)
Skill: Jump (+1)
Skill: Spellcraft (+2)
Skill: Spot (+2)
Skill: Tumble (+1)
Skill: Use Magic Device (+2)
Feat: (Deity) Follower of the Lord of Blades
Feat: (Past Life) Past Life: Artificer
Feat: (Past Life) Past Life: Artificer
Feat: (Past Life) Past Life: Artificer
Feat: (Past Life) Past Life: Barbarian
Feat: (Past Life) Past Life: Bard
Feat: (Past Life) Past Life: Cleric
Feat: (Past Life) Past Life: Druid
Feat: (Past Life) Past Life: Favored Soul
Feat: (Past Life) Past Life: Favored Soul
Feat: (Past Life) Past Life: Fighter
Feat: (Past Life) Past Life: Fighter
Feat: (Past Life) Past Life: Fighter
Feat: (Past Life) Past Life: Monk
Feat: (Past Life) Past Life: Paladin
Feat: (Past Life) Past Life: Ranger
Feat: (Past Life) Past Life: Rogue
Feat: (Past Life) Past Life: Sorcerer
Feat: (Past Life) Past Life: Wizard
Feat: (Selected) Single Weapon Fighting
Feat: (Automatic) Attack
Feat: (Automatic) Aura of Good
Feat: (Automatic) Bladeforged
Feat: (Automatic) Composite Plating
Feat: (Automatic) Defensive Fighting
Feat: (Automatic) Heavy Armor Proficiency
Feat: (Automatic) Heroic Durability
Feat: (Automatic) Light Armor Proficiency
Feat: (Automatic) Light Fortification
Feat: (Automatic) Martial Weapon Proficiency (ALL)
Feat: (Automatic) Medium Armor Proficiency
Feat: (Automatic) Shield Proficiency (General)
Feat: (Automatic) Simple Weapon Proficiency
Feat: (Automatic) Smite Evil
Feat: (Automatic) Sneak
Feat: (Automatic) Sunder
Feat: (Automatic) Trip
Feat: (Automatic) Warforged Traits


Level 2 (Artificer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Disable Device (+3)
Skill: Open Lock (+1)
Skill: Spot (+2)
Feat: (Automatic) Artificer Construct Mastery
Feat: (Automatic) Artificer Knowledge: Scrolls
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) Inscribe Artificer Scroll
Feat: (Automatic) Magical Training
Feat: (Automatic) Rapid Reload
Feat: (Automatic) Revive Iron Defender
Feat: (Automatic) Trapfinding
Feat: (Automatic) Unleash Iron Defender
Spell (1): Ablative Armor
Spell (1): Conjure Bolts
Spell (1): Enchant Armor
Spell (1): Enchant Weapons
Spell (1): Grease
Spell (1): Inflict Light Damage


Level 3 (Artificer)
Skill: Concentration (+1)
Skill: Disable Device (+4)
Skill: Open Lock (+2)
Skill: Search (+1)
Feat: (Selected) Insightful Reflexes
Feat: (Automatic) Artificer Craft Mastery
Feat: (Automatic) Artificer Knowledge: Potions
Feat: (Automatic) Artificer Rune Arm Use
Spell (1): Repair Light Damage


Level 4 (Artificer)
Ability Raise: INT
Skill: Concentration (+1)
Skill: Disable Device (+2)
Skill: Open Lock (+4)
Skill: Search (+1)
Skill: Spot (+1)
Feat: (Automatic) Artificer Knowledge: Wands
Spell (2): Lucky Cape


Level 5 (Artificer)
Skill: Disable Device (+2)
Skill: Open Lock (+2)
Skill: Repair (+2)
Skill: Spellcraft (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Artificer Bonus) Adamantine Body
Feat: (Automatic) Trapmaking
Spell (2): Elemental Weapons


Level 6 (Paladin)
Skill: Balance (+1)
Skill: Concentration (+3)
Skill: Spellcraft (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Completionist
Feat: (Automatic) Divine Grace
Feat: (Automatic) Lay on Hands


Level 7 (Artificer)
Skill: Concentration (+1)
Skill: Disable Device (+2)
Skill: Open Lock (+1)
Skill: Search (+2)
Skill: Spot (+3)
Feat: (Automatic) Artificer Knowledge: Arms and Armor
Feat: (Automatic) Improved Heroic Durability
Feat: (Automatic) Retain Essence
Spell (2): Reinforce Construct


Level 8 (Artificer)
Ability Raise: INT
Skill: Balance (+0.5)
Skill: Open Lock (+1)
Skill: Repair (+1)
Skill: Search (+3)
Skill: Spot (+2)
Skill: Use Magic Device (+2)
Spell (3): Personal Augmentation: Insightful Damage


Level 9 (Artificer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Open Lock (+1)
Skill: Repair (+1)
Skill: Search (+3)
Skill: Spellcraft (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Improved Single Weapon Fighting
Feat: (Automatic) Artificer Knowledge (ALL)
Spell (3): Blast Rod


Level 10 (Paladin)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Search (+1)
Skill: Spellcraft (+0.5)
Skill: Spot (+1)
Skill: Use Magic Device (+0.5)
Feat: (Automatic) Aura of Courage
Feat: (Automatic) Divine Health
Feat: (Automatic) Fear Immunity


Level 11 (Artificer)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Repair (+1)
Skill: Search (+3)
Skill: Spellcraft (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Spell (3): Stoneskin


Level 12 (Artificer)
Ability Raise: INT
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Repair (+1)
Skill: Search (+1)
Skill: Spellcraft (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+2)
Feat: (Selected) Power Attack
Spell (4): Lightning Motes


Level 13 (Artificer)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Repair (+1)
Skill: Search (+1)
Skill: Spellcraft (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+2)
Spell (4): Armor of Speed


Level 14 (Artificer)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Repair (+1)
Skill: Search (+1)
Skill: Spellcraft (+3)
Skill: Spot (+1)
Spell (4): Thundering Armor


Level 15 (Artificer)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Repair (+1)
Skill: Search (+1)
Skill: Spellcraft (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+2)
Feat: (Selected) Greater Single Weapon Fighting
Spell (5): Tenser's Transformation


Level 16 (Artificer)
Ability Raise: INT
Skill: Balance (+0.5)
Skill: Disable Device (+1)
Skill: Open Lock (+2)
Skill: Repair (+2)
Skill: Search (+1)
Skill: Spellcraft (+2)
Skill: Spot (+1)
Skill: Use Magic Device (+2)
Feat: (Automatic) Skill Mastery
Spell (5): Planar Weapons


Level 17 (Artificer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Repair (+1)
Skill: Search (+1)
Skill: Spellcraft (+2)
Skill: Spot (+1)
Skill: Use Magic Device (+3)
Spell (5): Prismatic Strike


Level 18 (Artificer)
Skill: Balance (+0.5)
Skill: Concentration (+2)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Repair (+2)
Skill: Search (+1)
Skill: Spellcraft (+2)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Cleave
Spell (6): Deadly Weapons


Level 19 (Artificer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Repair (+2)
Skill: Search (+1)
Skill: Spellcraft (+2)
Skill: Spot (+1)
Skill: Use Magic Device (+2)
Feat: (Artificer Bonus) Spell Focus: Evocation


Level 20 (Artificer)
Ability Raise: INT
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Repair (+4)
Skill: Search (+1)
Skill: Spellcraft (+3)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Spell (6): Blade Barrier


Level 21 (Epic)
Feat: (Selected) Epic: Overwhelming Critical


Level 22 (Epic)


Level 23 (Epic)


Level 24 (Epic)
Ability Raise: INT


Level 25 (Epic)


Level 26 (Epic)
Feat: (Epic Destiny) Epic Destiny: Perfect Two Weapon Fighting


Level 27 (Epic)
Feat: (Selected) Greater Spell Focus: Evocation


Level 28 (Epic)
Ability Raise: INT
Enhancement: Knight of the Chalice (Pal) - Slayer of Evil I (Rank 1)
Enhancement: Knight of the Chalice (Pal) - Courage of Heaven (Rank 1)
Enhancement: Knight of the Chalice (Pal) - Extra Smite (Rank 1)
Enhancement: Knight of the Chalice (Pal) - Extra Smite (Rank 2)
Enhancement: Knight of the Chalice (Pal) - Attack Boost (Rank 1)
Enhancement: Knight of the Chalice (Pal) - Attack Boost (Rank 2)
Enhancement: Knight of the Chalice (Pal) - Exalted Cleave (Rank 1)
Enhancement: Knight of the Chalice (Pal) - Exalted Cleave (Rank 2)
Enhancement: Knight of the Chalice (Pal) - Exalted Cleave (Rank 3)
Enhancement: Sacred Defender (Pal) - Holy Bastion (Rank 1)
Enhancement: Sacred Defender (Pal) - Sacred Defense (Rank 1)
Enhancement: Sacred Defender (Pal) - Extra Lay on Hands (Rank 1)
Enhancement: Sacred Defender (Pal) - Durable Defense (Rank 1)
Enhancement: Sacred Defender (Pal) - Durable Defense (Rank 2)
Enhancement: Sacred Defender (Pal) - Durable Defense (Rank 3)
Enhancement: Battle Engineer (Art) - Battle Engineer (Rank 1)
Enhancement: Battle Engineer (Art) - Infused Weapons (Rank 1)
Enhancement: Battle Engineer (Art) - Infused Armor (Rank 1)
Enhancement: Battle Engineer (Art) - Infused Weapons (Rank 1)
Enhancement: Battle Engineer (Art) - Hand and a Half Training (Rank 1)
Enhancement: Battle Engineer (Art) - Thermal Venting (Rank 1)
Enhancement: Battle Engineer (Art) - Thermal Venting (Rank 2)
Enhancement: Battle Engineer (Art) - Thermal Venting (Rank 3)
Enhancement: Battle Engineer (Art) - Hand and a Half Training (Rank 1)
Enhancement: Battle Engineer (Art) - Thaumaturgical Conduits (Rank 1)
Enhancement: Battle Engineer (Art) - Thaumaturgical Conduits (Rank 2)
Enhancement: Battle Engineer (Art) - Thaumaturgical Conduits (Rank 3)
Enhancement: Battle Engineer (Art) - Hand and a Half Training (Rank 1)
Enhancement: Battle Engineer (Art) - Extra Action Boost (Rank 1)
Enhancement: Battle Engineer (Art) - Arcane Capacitors (Rank 1)
Enhancement: Battle Engineer (Art) - Intelligence (Rank 1)
Enhancement: Battle Engineer (Art) - Hand and a Half Training (Rank 1)
Enhancement: Battle Engineer (Art) - Haste Boost (Rank 1)
Enhancement: Battle Engineer (Art) - Rune Arm Overcharge (Rank 1)
Enhancement: Battle Engineer (Art) - Arcane Capacitors (Rank 1)
Enhancement: Battle Engineer (Art) - Intelligence (Rank 1)
Enhancement: Battle Engineer (Art) - Rune Arm Overcharge (Rank 1)
Enhancement: Battle Engineer (Art) - Tactical Mobility (Rank 1)

giftie
05-20-2015, 04:29 AM
Assuming you're willing to run with Reconstruct and Tactical Detonation as your only level 6 spells, there's a lot of merit to a 3 level Bard splash.

3 levels give you access to Swashbuckling stance which will boost your DPS immensely within its limitations of light weapons (you did mention Rapier) and light armor. Furthermore, in Spellsinger you can pick up second core, Marigold crown and Spellsong trance for a net +2 DCs, despite losing capstone.