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  1. #1
    Community Member wax_on_wax_off's Avatar
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    Default The Einstein Build

    So, here are the builds I would like feedback on and will probably try out sooner or later on live:
    Typhon (dragonmarked eFang wielding craftsman).
    Einstein build (pure crossbow toting craftsman)
    Mechano build (Warforged melee Artificer)

    So what does everyone think? Are some of these builds along the lines of your own conclusions?

    Rant about the merits of melee Artificers

    Some thoughts:
    I don't like the idea of construct essence on a fleshy build as 50% from repair spells at a cost of 75% from healing spells just doesn't add up. I'd say that it's only worthwhile on the extreme example of the fully fledged dragonmark of making artificer with all the extra repair/reconstruct uses.

    The capstone is amazing and is much better than evasion. Artificer has heaps of feats and splashing for feats shouldn't be needed either.
    Last edited by wax_on_wax_off; 03-15-2012 at 10:17 PM.

  2. #2
    Community Member wax_on_wax_off's Avatar
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    Default Mechano build

    Mechano Build
    (20 Artificer)

    Concept/Goals: Warforged bastard sword slinging utility artificer with potential to tank if appropriately geared.

    Alignment: Neutral

    Stats and Race (32pt build):
    Warforged
    Str: 26 (15 base +2 tome +6 item +2 rage +1 LotD)
    Dex: 17 (8 base +2 tome +6 item +1 LotD)
    Con: 34 (17 base +2 warforged +2 tome +7 item +3 exceptional +2 rage +1 LotD)
    Int: 38 (18 base +5 levels + 2 tome +6 item +3 exceptional +3 enhancements +1 LotD)
    Wis: 7 (6 base +1 LotD)
    Cha: 15 (6 base +2 tome +6 item +1 LotD)
    Ability increase every 4 levels: All in intelligence.

    Skills : Keep Concentration, Search, Disable Device, Haggle, Intimidate, Open Lock, Balance, Move Silently and UMD maxed at all levels. Tumble (1), Jump (~5), Left overs in Spot/Hide or as preferred.

    Feats (by level (7)): Two Handed Fighting (1), Insightful Reflexes (3), Toughness (6), Improved Two Handed Fighting (9), Exotic Weapon Proficiency: Bastard Sword (12), Greater Two Handed Fighting (15), Improved Critical: Slashing (18)
    Feats (bonus Artificer): Point Blank Shot (4), Maximise (8), Augment Summons (12), Quicken (16), Empower (20)

    Exotic Weapon Proficiency isn't taken sooner as Chimaera's Breath is a great melee rune arm for the lower levels. At level 12 it can be replaced by a variety of ML: 14 masterfully crafted rune arms.

    Improved Critical is taken as it is assumed that a warforged build would prefer to use a bastard sword from U13, 11 or Greensteel as misses many of the benefits of eFang. If an eFang is planned then Power Attack can be taken instead.

    Enhancements (Artificer): Battle Engineer I, 7/1/1 lightning, rune arm enhancements
    Enhancements (Warforged): Constitution, Glancing Blows, HP

    Equipment:
    Mainhand: Epic Chimera's Fang (good slotted), Epic Templar's Retribution, Alchemical Earth/Air Bastard Sword, LitII Bastard Sword, Epic Hellfire Crossbow, LitII GS HRXbow (+2 exceptional dexterity), Earth/Air Alchemical Heavy Repeating Crossbow
    Offhand: Toven's Hammer (+2 exceptional intelligence, transform kinetic energy, major lightning lore)
    Head: Epic Helm of the Red Dragon
    Gloves: Epic Gloves of the Claw (+30% Healing Amplification, +6 strength)
    Wrists: Epic Bracers of the Claw (+2 exceptional Con, heavy fort)
    Boots: Conc-opp HP Boots/?
    Cloak: Wretched Twilight (upgraded)
    Ring1: Epic Ring of the Stalker (yellow, white)
    Ring2: Ravager Ring (+6 strength, +1 exceptional strength, +2 exceptional strength)
    Necklace: Noxious Embers/Epic Shaman's Beads/?
    Goggles: Cannith Crafted +4 AB LGA Goggles (+20 HP)
    Belt: Ravager Belt
    Trinket: Litany of the Dead
    Armour: Epic Docent of the Diabolist (toughness)
    Quiver: Quiver of Alacrity (upgraded)

    Details:
    HP: 20 base + 6*20 artificer + 12*20 constitution + 30 GFL + 45 GS HP + 10 draconic + 20 ship buff +40 Yugo HP +22 toughness feat + 40 toughness enhancements + 20 minos= 587
    UMD: 23 ranks + 2 charisma + 6 GS Conc-opp SP item + 4 GH + 2 GL + 3 Golden Cartouche + 3 epic spyglass +7 Artificer +2 skill boost = 51 (100% on level 9 scrolls I think)


    The decision of an Int or Str based melee artificer is based on gear and intentions. The issue is that if you wish to take aggro against a high AC mob then you need a good AB and can't afford the DPS loss from casting inspired attack. In most situations overall there is an inevitable slight DPS loss but the utility of a high intelligence is too good to give up.

    Variants:
    1. The most obvious variant is a strength based version that will have higher DPS but will lack useful DCs on offensive spells and activated items. This build can have slightly higher HP as well being able to start with 18 con assuming 32 point build. If this is preferred then intention to hate tank is mandatory for the sacrifices made (whether that is possible on an artificer is another question).
    2. A fleshy counterpart is currently possible with or without construct essence but it isn't currently optimal. In the future when the construct essence ability is expanded it will become more interesting (and likely optimal considering the combination with eFang).
    3. Starting Strength and Constitution can be adjusted slightly to taste with the constraint of 17 strength being required for GTHF.
    4. Ideally this character would be built as a TR with AB boosting gear or PL's. Having extra build points gives important HP. A fighter PL or two would be ideal (though most PL's are useful to be fair).
    5. Bastard Sword and THF'ing feats can be swapped for Exotic Weapon Proficiency: Khopesh. DPS vs high fort enemies will be significantly lower. DPS vs 0% fort enemies might be lower. The advantage of this path is that it frees up the 3 THF'ing feats for another purpose (not sure what).
    Last edited by wax_on_wax_off; 03-09-2012 at 08:23 AM.

  3. #3
    Community Member wax_on_wax_off's Avatar
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    Default The Suppression Fire Build

    Finally, the real whacky build ...

    (I now prefer the human variant of this which gives up guile III for versatility (damage) boost IV, unfortunately I don't see anyway to fit in guile IV)

    The Suppression Fire Build
    (7 Artificer, 7 Rogue, 6 ranger)

    Concept/Goals: Pure Crossbow build, relies on inspired damage being fixed to stack with mechanic I. Despite the focus on Xbow it becomes reasonably easy to fit in some a manyshot and TWF'ing option with minimal impact on xbow.

    Alignment: Neutral

    Stats and Race (32pt build):
    Halfling
    Str: 24 (11 base +2 tome +6 item +2 rage +2 rams might +1 LotD)
    Dex: 28 (17 base +2 halfling +2 tome +6 item +1 LotD)
    Con: 24 (14 base +2 tome +6 item +2 rage )
    Int: 36 (17 base +2 tome +5 levels +2 enhancements +6 item +3 exceptional +1 LotD)
    Wis: 16 (8 base +2 tome +6 item)
    Cha: 16 (8 base +2 tome +6 item)
    Ability increase every 4 levels: All in Intelligence

    Skills : Keep Concentration, Search, Disable Device, Haggle, Spot, Balance, Move Silently and UMD maxed at all levels. Tumble (1), Jump (~5), Open Lock (~10). Left overs in Hide? Bluff? Diplomacy?

    Feats (by level (7)): Point Blank Shot (1), Toughness (3), Precise Shot (6), Power Attack (9), Improved Critical: Ranged (12), Improved Precise Shot (15), Greater Two Weapon Fighting (18)
    Feats (Ranger): Strength Shot (1), Favoured Enemy: Construct (1), Rapid Shot (2), Two Weapon Fighting (2), Diehard (3), Favoured Enemy: Evil Outsider (5), ITWF (6), Manyshot (6),
    Feats (Artificer): Rapid Reload (1), Weapon Focus: Ranged (4)

    Missed Feats: Quickdraw, Improved Critical: Slashing, Exotic Weapon Proficiency: Khopesh (swap to human or ditch power attack for quickdraw as low AB perhaps). FE: Construct is an end game choice for the new raids, in the meantime, FE: Undead is probably more useful. With significant gearing (GS HP item, exceptional constitution items etc) I'd consider swapping toughness for Quickdraw or another feat.

    Enhancements (Artificer): Battle Engineer I (and prereqs, assuming no other PrE is offered), Damage boost III
    Enhancements (Rogue): Mechanic I, Haste boost III, sneak attack and damage.
    Enhancements (Ranger): Deepwood Sniper I, Favoured Damage
    Enhancements (Halfling): Dexterity, sneak attack and damage, toughness AP

    Equipment: Repeating crossbow, Great crossbow, Rune arm, Longbow (for manyshot), TWF'ing style (for single target DPS perhaps enchanted with elemental weapons, perhaps epic midnight greetings would be good choices).

    Details:
    UMD: 23 ranks + 3 charisma + 5 GS Conc-opp SP item + 4 GH + 2 GL + 3 Golden Cartouche + 3 epic spyglass +4 artificer = 47 (should be possible to have no-swap, no fail heal scrolls)

    Variations:
    1. Possible to start with 6 strength and increase intelligence to 18 for +2 to damage with repeaters. More of a pain to level but better repeater DPS. The higher strength helps manyshot which this build might as well utilise and provides a reasonable melee option (relying on extra AB and DPS from sneak attacks).
    2. Possible to be human or half-elf for haste boost/damage boost duo. On balance the halfling sneak damage doesn't seem to be worth much compared to +25% damage boost but I felt like I needed some flavour in this build and there seems to be enough synergy overall to make it work.
    3. Possible to be fighter instead of ranger. However, the extra 25 ft sneak range from DWS (45ft to 80ft I read) makes it worthwhile considering the 4d6+9+9+7 sneak attack damage that this build can have. DWS has nice synergy with a great crossbow and sniper shot. Fighter adds +3 damage (specialisation plus Kensai I) vs +6 damage vs 2 FEs (currently EO and construct for the new raids) and +2 for rams might. Also, Ranger gets Manyshot and opens up GTWF both of which will probably add DPS.

    Real issue is inventory space with the amount of different weapon sets that you could end up with on this build ...

    I tried the Character Gen to see how the build turned out. I'm super happy with the leveling order as it makes it super easy to level up by frontloading ranger levels but gives a really optimal end game spread for skills. Biggest issue is the way APs turn out where I'd certainly consider moving them around or even changing race to human (as halfling guile IV is just too expensive but also the main draw for the race).

    Code:
    Character Generated Using: DDO Character Generator
    Direct Link to Build: http://www.ddochargen.com/home.aspx?build=3393
    
    Artificer 7 / Rogue 7 / Ranger 6
    Male Halfling - True Neutral
    ________________________________________________________________
    
    LEVEL 1:
    Race Selected: Male Halfling
    Alignment Selected: True Neutral
    Class Selected: Rogue (Rogue 1)
    Abilities Raised: STR: 11, DEX: 17, CON: 14, INT: 17
    Skills Ranks Raised: Balance +4 (4), Diplomacy +4 (4),
    Disable Device +4 (4), Haggle +4 (4), Hide +4 (4),
    Jump +3 (3), Move Silently +4 (4), Open Lock +4 (4),
    Search +4 (4), Spot +4 (4), Tumble +1 (1), UMD +4 (4)
    Feats Selected: Point Blank Shot
    ________________________________________________________________
    
    LEVEL 2:
    Class Selected: Ranger (Ranger 1 / Rogue 1)
    Skills Ranks Raised: Concentration +5 (5), Hide +1 (5),
    Move Silently +1 (5), Search +1 (5), Spot +1 (5)
    Feats Selected: Favored Enemy (Construct)
    ________________________________________________________________
    
    LEVEL 3:
    Class Selected: Ranger (Ranger 2 / Rogue 1)
    Skills Ranks Raised: Concentration +1 (6), Hide +1 (6),
    Jump +2 (5), Move Silently +1 (6), Search +1 (6), Spot +1 (6),
    UMD +1 (5)
    Feats Selected: Toughness
    ________________________________________________________________
    
    LEVEL 4:
    Class Selected: Ranger (Ranger 3 / Rogue 1)
    Abilities Raised: INT: 18
    Skills Ranks Raised: Concentration +1 (7), Disable Device +3 (7),
    Move Silently +1 (7), Search +1 (7), Spot +1 (7)
    ________________________________________________________________
    
    LEVEL 5:
    Class Selected: Ranger (Ranger 4 / Rogue 1)
    Skills Ranks Raised: Concentration +1 (8), Disable Device +1 (8),
    Hide +2 (8), Jump +2 (7), Move Silently +1 (8), Search +1 (8),
    Spot +1 (8)
    ________________________________________________________________
    
    LEVEL 6:
    Class Selected: Ranger (Ranger 5 / Rogue 1)
    Skills Ranks Raised: Concentration +1 (9), Disable Device +1 (9),
    Hide +1 (9), Jump +1 (8), Move Silently +1 (9), Search +1 (9),
    Spot +1 (9), UMD +1 (6)
    Feats Selected: Precise Shot, Favored Enemy (Evil Outsider)
    ________________________________________________________________
    
    LEVEL 7:
    Class Selected: Ranger (Ranger 6 / Rogue 1)
    Skills Ranks Raised: Concentration +1 (10),
    Disable Device +1 (10), Hide +1 (10), Jump +1 (9),
    Move Silently +1 (10), Search +1 (10), Spot +1 (10), UMD +1 (7)
    Tomes Applied: STR: +2, DEX: +2, CON: +2, INT: +2,
    WIS: +2, CHA: +2
    ________________________________________________________________
    
    LEVEL 8:
    Class Selected: Artificer (Ranger 6 / Artificer 1 / Rogue 1)
    Abilities Raised: INT: 21
    Skills Ranks Raised: Concentration +1 (11),
    Disable Device +1 (11), Open Lock +2 (6), Search +1 (11), UMD +4 (11)
    ________________________________________________________________
    
    LEVEL 9:
    Class Selected: Artificer (Ranger 6 / Artificer 2 / Rogue 1)
    Skills Ranks Raised: Concentration +1 (12),
    Disable Device +1 (12), Haggle +1 (5), Open Lock +4 (10),
    Search +1 (12), UMD +1 (12)
    Feats Selected: Quick Draw
    ________________________________________________________________
    
    LEVEL 10:
    Class Selected: Rogue (Ranger 6 / Artificer 2 / Rogue 2)
    Skills Ranks Raised: Diplomacy +6 (10), Disable Device +1 (13),
    Jump +1 (10), Move Silently +3 (13), Search +1 (13), UMD +1 (13)
    ________________________________________________________________
    
    LEVEL 11:
    Class Selected: Artificer (Ranger 6 / Artificer 3 / Rogue 2)
    Skills Ranks Raised: Concentration +2 (14),
    Disable Device +1 (14), Search +1 (14), Spot +4 (14), UMD +1 (14)
    ________________________________________________________________
    
    LEVEL 12:
    Class Selected: Artificer (Ranger 6 / Artificer 4 / Rogue 2)
    Abilities Raised: INT: 22
    Skills Ranks Raised: Concentration +1 (15),
    Disable Device +1 (15), Haggle +5 (10), Search +1 (15),
    Spot +1 (15), UMD +1 (15)
    Feats Selected: Improved Critical (Ranged),
    Weapon Focus (Ranged)
    ________________________________________________________________
    
    LEVEL 13:
    Class Selected: Artificer (Ranger 6 / Artificer 5 / Rogue 2)
    Skills Ranks Raised: Concentration +1 (16),
    Disable Device +1 (16), Haggle +5 (15), Search +1 (16),
    Spot +1 (16), UMD +1 (16)
    ________________________________________________________________
    
    LEVEL 14:
    Class Selected: Artificer (Artificer 6 / Ranger 6 / Rogue 2)
    Skills Ranks Raised: Concentration +1 (17),
    Disable Device +1 (17), Haggle +2 (17), Open Lock +3 (13),
    Search +1 (17), Spot +1 (17), UMD +1 (17)
    ________________________________________________________________
    
    LEVEL 15:
    Class Selected: Rogue (Artificer 6 / Ranger 6 / Rogue 3)
    Skills Ranks Raised: Balance +1 (5), Diplomacy +8 (18),
    Disable Device +1 (18), Move Silently +2 (15), Search +1 (18),
    UMD +1 (18)
    Feats Selected: Improved Precise Shot
    ________________________________________________________________
    
    LEVEL 16:
    Class Selected: Rogue (Artificer 6 / Ranger 6 / Rogue 4)
    Abilities Raised: INT: 23
    Skills Ranks Raised: Balance +5 (10), Diplomacy +1 (19),
    Disable Device +1 (19), Move Silently +4 (19), Open Lock +1 (14),
    Search +1 (19), UMD +1 (19)
    ________________________________________________________________
    
    LEVEL 17:
    Class Selected: Rogue (Artificer 6 / Ranger 6 / Rogue 5)
    Skills Ranks Raised: Diplomacy +1 (20), Disable Device +1 (20),
    Haggle +3 (20), Hide +2 (12), Move Silently +1 (20),
    Open Lock +1 (15), Search +1 (20), Spot +3 (20), UMD +1 (20)
    ________________________________________________________________
    
    LEVEL 18:
    Class Selected: Rogue (Artificer 6 / Ranger 6 / Rogue 6)
    Skills Ranks Raised: Diplomacy +1 (21), Disable Device +1 (21),
    Haggle +1 (21), Hide +7 (19), Move Silently +1 (21),
    Search +1 (21), Spot +1 (21), UMD +1 (21)
    Feats Selected: Greater Two Weapon Fighting
    ________________________________________________________________
    
    LEVEL 19:
    Class Selected: Artificer (Artificer 7 / Ranger 6 / Rogue 6)
    Skills Ranks Raised: Concentration +5 (22),
    Disable Device +1 (22), Haggle +1 (22), Search +1 (22),
    Spot +1 (22), UMD +1 (22)
    Enhancements Selected: Improved Disable Device I,
    Improved Open Lock I, Rogue Improved Trap Sense I,
    Rogue Skill Boost I, Rogue Fire Trap Lore I, Improved Hide I,
    Improved Move Silently I, Improved Spot I, Artificer Crossbow Damage I,
    Artificer Damage Boost I, Artificer Crossbow Attack I,
    Artificer Damage Boost II, Improved Disable Device II,
    Improved Move Silently II, Improved Hide II, Improved Open Lock II,
    Improved Spot II, Rogue Skill Boost II, Artificer Battle Engineer I,
    Rogue Mechanic I, Ranger Deepwood Sniper I
    ________________________________________________________________
    
    LEVEL 20:
    Class Selected: Rogue (Artificer 7 / Rogue 7 / Ranger 6)
    Abilities Raised: INT: 24
    Skills Ranks Raised: Concentration +1 (23),
    Diplomacy +2 (23), Disable Device +1 (23), Haggle +1 (23),
    Hide +4 (23), Move Silently +2 (23), Search +1 (23),
    Spot +1 (23), UMD +1 (23)
    Favor Bonus Granted: Draconic Vitality (15 Agents of Argonnessen Favor)
    Enhancements Selected: Racial Toughness I, Artificer Wand and Scroll Mastery I,
    Artificer Crossbow Damage II, Rogue Sneak Attack Training I,
    Ranger Favored Damage I, Ranger Favored Damage II,
    Rogue Sneak Attack Training II, Rogue Haste Boost I,
    Rogue Haste Boost II, Rogue Haste Boost III, Artificer Intelligence I,
    Artificer Intelligence II, Rogue Sneak Attack Training III,
    Halfling Cunning I, Halfling Guile I, Halfling Cunning II,
    Halfling Guile II, Halfling Cunning III, Halfling Guile III,
    Ranger Sprint Boost I, Racial Toughness II, Artificer Damage Boost III,
    Improved Use Magic Device I, Improved Use Magic Device II,
    Halfling Heros Companion I, Rogue Sneak Attack Accuracy I
    Stats at End of Level 20:
    HP:274 SP:330 AC:15 FORT:13 REFL:17 WILL:10 BAB:+16/+16/+21/+26
    STR:13(+1) DEX:19(+4) CON:16(+3) INT:26(+8) WIS:10(0) CHA:10(0)
    Balance:14, Bluff:0, Concentration:26, Diplomacy:23,
    Disable Device:35, Haggle:23, Heal:0, Hide:34, Intimidate:0,
    Jump:11, Listen:0, Move Silently:30, Open Lock:23,
    Perform: n/a, Repair:10, Search:33, Spot:28, Swim:1, Tumble:5, UMD:25
    Last edited by wax_on_wax_off; 08-24-2011 at 12:55 AM.

  4. #4
    Community Member wax_on_wax_off's Avatar
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    Default The Einstein Build

    Einstein Build
    (20 Artificer)

    Concept/Goals: Ultimate tinkerer; maximising crafting potential while maintaining viability in groups. I chose the name Einstein because even though Einstein's strength wasn't in practical applications in all the films that I've seen about him he still manages to complete the quest.

    Alignment: Neutral

    Stats and Race (32pt build):
    Human
    Str: 19 (8 base +2 tome +6 item +1 LotD +2 rage)
    Dex: 30 (16 base +1 level +2 tome* +7 item +3 exceptional +1 LotD)
    Con: 26 (14 base +1 greater adaptability +2 tome +6 item +1 LotD +2 rage)
    Int: 38 (18 base +2 tome +4 levels +4 enhancements +6 item +3 exceptional +1 LotD)
    Wis: 17 (8 base +2 tome +6 item +1 LotD)
    Cha: 17 (8 base +2 tome +6 item +1 LotD)
    Ability increase every 4 levels: 4 in Intelligence, 1 in dexterity for IPS
    *this is the only required tome to make the build work.

    Skills : Keep Concentration, Search, Disable Device, Haggle, Spot, Open Lock, Balance, Move Silently and UMD maxed at all levels. Tumble (1), Jump (~5), Left overs in Hide?. Bluff and Intimidate are options too for use with clanky (depending on how skills work on pets).

    Feats (by level): Toughness (1), Precision (3), Precise Shot (6), Rapid Shot (9), Spell Focus: Evocation (12), Improved Precise Shot (15), Greater Spell Focus: Evocation (18)
    Feats (Human): Point Blank Shot (1)
    Feats (Artificer): Maximise (4), Least Dragonmark of Making (8), Improved Critical: Ranged (12), Lesser Dragonmark of Making (16), Greater Dragonmark of Making (20)

    If going half-elf use the spare feats for Quicken and Construct Essence or Quickdraw and Empower. Warforged can choose Quicken and Adamantine Body.
    Be careful with feat swapping to distinguish between Artificer feats and feats that are general only. Quickdraw, Spell Focus, Greater Spell Focus are all general feats only and can't be taken as Artificer bonus feats (doofus).

    Enhancements (Artificer): Battle Engineer I, rune arm enhancements, 7/1/1 on the elemental line of your best rune arm (preferably toven's or lucid dreams).
    Enhancements (Human): Adaptability: Intelligence, Versatility for damage boost. Healing Amp I..

    Equipment:
    Goggles: Cannith Crafted Clever +6, Accuracy +4, LGA: +20 HP Goggles
    Neck: Gilvaenor's Necklace
    Trinket: Litany of the Dead
    Cloak: Wretched Twilight
    Belt: GS MinII HP Belt
    Head: Epic Chimera's Crown if DM'd, GS Conc-opp if not (possibly eDarkstorm Helm if using Toven's)
    Gloves: Epic Gloves of the Falcon (or Epic Spectral Gloves)
    Boots: GS Conc-opp SP Boots if dragonmarked, swap slot if not (epic rock, anchoring, propulsion etc)
    Bracers: Wind Howler Bracers
    Armor: Epic Diabolists Robe (toughness) or Epic Red Dragonscale (toughness)
    Ring 1: Gilvaenor's Ring (+2 exceptional intelligence)
    Ring 2: Epic Stalker's Ring
    Rune Arm: Lucid Dreams (major kinetic lore) and/or Toven's Hammer (major lightning lore)
    Weapons: LitII GS Repeater (Holy, Shock, +2 exceptional dexterity) et al
    Quiver: Quiver of Alacrity

    Details:
    HP: 20 base +6*20 artificer +7*20 constitution +30 GFL +45 GS HP +10 draconic +20 rage +20 ship buff +20 minos +22 toughness +20 toughness enhancements = 467
    UMD: 23 ranks +3 charisma +5 GS Conc-opp SP item +4 GH +2 GL +3 Golden Cartouche +3 epic spyglass +7 Artificer +5 skill/versatility boost = 55 (125% level 9 scrolls)
    Inherent Crafting level = 10 (Dragonmark of Making*3) +10 (Artificer levels) = 20 (maximum possible).

    Variant:
    1. A half-elf with rogue dilettante or warforged is a better character for questing but is otherwise basically identical besides being able to take 2 missed feats.
    2. A 36 or 34 point build can more easily start with 17 dexterity to maximise intelligence.

    More to come ...
    Last edited by wax_on_wax_off; 07-29-2012 at 04:27 PM.

  5. #5
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    Default

    Construct essence is fairly sure to be followed up by either being further enhanced through enhancements or through another feat. As it states that you are not considered a constuct (at this time). But agree with what we have atm WF should be better then human or helf with BS. Still hoping that we will have more of the missing pieces before it goes live to make better decisions. (like full prc and hopefully follow up to construct essence.)

    Otherwise on mechwarrior I would go max int and mod str to pump up armcannon damage and bladebarriers. Suffering only a few points in to hit for it seems a fair tradeoff as I can use DP clickes at caster level 20.
    Last edited by Valakai; 08-19-2011 at 02:17 AM.

  6. #6

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    Somewhere between the Einstein and the Adventurer builds is where I’m going with my first Artificer. (It’s for my completionist and I have a “Must be Human” rule on this guy.) The big difference is in dropping the Dragonmarks and picking up the Improved Precise Shot line.
    Things that if Turbine went all EXTREME PREJUDICE™ on, would actually make the game fun again.:
    • Giving us the racial PrE’s we were promised, before rolling out DDOStore™ Enhancement Trees.
    • Fixing physical defense for Rangers and Rogues. It’s ridiculous that you’re better off wearing Heavy Armor and ignoring your innate feats on these classes.
    • Cannith Crafting.
    • Update the named loot to put them on the same system.
    • Fixing the Cannith Challenges so that they can be 6 starred without incredible luck or store bought items.
    • Fixing all challenges to give us decent XP and ingredient returns for the unreasonable time we have to spend in most of them.

  7. #7
    Community Member voxson5's Avatar
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    nvm - i'm a tard :/
    - Proud co-founder of the Dragonspire Legion -
    Souldout (Completionist Life 2), Diamese(TR), Darkfey, Darkwai(TR), Darkriff, Shayris, Shayrn, Tekron, & more semi-retired mules

  8. #8
    Community Member wax_on_wax_off's Avatar
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    Default

    Quote Originally Posted by QuantumFX View Post
    Somewhere between the Einstein and the Adventurer builds is where I’m going with my first Artificer. (It’s for my completionist and I have a “Must be Human” rule on this guy.) The big difference is in dropping the Dragonmarks and picking up the Improved Precise Shot line.
    Einstein has IPS. In fact, the feats are so loose that he isn't missing barely anything. Only real difference is missing the 3d6 sneak attack.

    Quote Originally Posted by Valakai View Post
    Construct essence is fairly sure to be followed up by either being further enhanced through enhancements or through another feat. As it states that you are not considered a constuct (at this time). But agree with what we have atm WF should be better then human or helf with BS. Still hoping that we will have more of the missing pieces before it goes live to make better decisions. (like full prc and hopefully follow up to construct essence.)

    Otherwise on mechwarrior I would go max int and mod str to pump up armcannon damage and bladebarriers. Suffering only a few points in to hit for it seems a fair tradeoff as I can use DP clickes at caster level 20.
    Yeah, I got that impression from Construct Essence as well so you're probably right that it will be more interesting in the future. I've got a feeling that not much more content will be added to Artificer before release and they'll just try to get right what is in so far.

    Interesting thought on the strength vs intelligence argument. Somewhere in my thought process I was assuming that I'd get some benefit from strength that you wouldn't from intelligence (like 1.5x strength bonus for a two handed weapon) but for a bastard sword you don't.

    In favour of strength is the fact that there are so many more ways to boost strength than what there is intelligence. Considering some limitations on item use wanting to maintain spellcasting ability I'm not sure what this discrepancy is but I'd imagine it to be 4+ points (equating to +2 attack/damage). Furthermore, inspired attack and damage are exclusive so in those instances that you need to use inspired attack DPS will suffer significantly (though maybe with destruction on eFang and other bonuses you wouldn't ever need to swap to inspired attack).

    In favour of intelligence ... wow, the possibilities are endless in regards to wand, scroll and stave use. However, it is questionable how useful these things are when tanking.

  9. #9
    Community Member wax_on_wax_off's Avatar
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    So, adding this up ...

    If my Suppression Fire build uses a greensteel great crossbow (assume litII) within 45' (PBS) with deadly weapons and sniper shot ...

    Is that 3d8*3 or 3d8*2*2? Or is it just a lame 3d8*2 because they don't stack?

    Then it's 14-20 threat range with x3 critical. 27d8 damage 35% of the time? (assuming 3d8*3).

    Plus all the usual bonuses which are quite considerable. Should be well possible to have some 400+ damage bolts flying around (not counting lightning strike). Fun fun!

  10. #10

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    I was thinking along similar lines with level up points, 4 in INT and 1 in DEX to save build points. Normally I just go all in 1 stat, but needing 19 dex for imp. precise shot makes that tougher to do.

    I can't even make a build for artificer yet, from what I've read a lot of metas aren't working on their spells and such. Which makes no sense since metas are some of their granted bonus feats. So yeah, I need to see something more polished before I make any build decisions.

    I'm thinking of TRing my main with 3 wiz past lives and just going pure artificer for some fun with the capstone.

  11. #11
    Community Member wax_on_wax_off's Avatar
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    Moved this build up after giving up on the idea of a strength based artificer as superfluous (unless there is a compelling reason to not use an arm cannon or shield).
    Last edited by wax_on_wax_off; 08-20-2011 at 12:28 AM.

  12. #12
    Community Member drsmooth's Avatar
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    Quote Originally Posted by wax_on_wax_off View Post
    Finally, the real whacky build ...

    The Suppression Fire Build
    (7 Artificer, 7 Rogue, 6 ranger)

    Concept/Goals: Pure Crossbow build, relies on inspired damage being fixed to stack with mechanic I. Perhaps work in some use from manyshot and TWF'ing style.

    Alignment: Neutral

    Stats and Race (32pt build):
    Halfling
    Str: 24 (12 base + 2 tome + 6 item +2 rage +2 rams might)
    Dex: 28 (18 base + 2 halfling enhancement +2 tome + 6 item)
    Con: 24 (14 base + 2 tome + 6 item +2 rage )
    Int: 36 (16 base + 2 tome used at level 7 +5 levels +3 enhancements+ 7 item +3 exceptional)
    Wis: 16 (8 base +2 tome +6 item)
    Cha: 16 (8 base +2 tome +6 item)
    Ability increase every 4 levels: All in Intelligence

    Skills : Keep Concentration, Search, Disable Device, Haggle, Spot, Balance, Move Silently and UMD maxed at all levels. Tumble (1), Jump (~5), Open Lock (~10). Left overs in Hide? Bluff? Diplomacy?

    Feats (by level (7)): Point Blank Shot (1), Toughness (3), Precise Shot (6), Quickdraw (9), Improved Critical: Ranged (12), Improved Precise Shot (15), ? (18)
    Feats (Ranger): Strength Shot (1), Favoured Enemy: Undead (maybe swap to Giant or something else) (1), Rapid Shot (2), Two Weapon Fighting (2), Diehard (3), Favoured Enemy: Evil Outsider (5), ITWF (6), Manyshot (6),
    Feats (chosen Artificer bonus (5)): Weapon Focus: Ranged (4)

    1 feat slot spare for Power Attack, Exotic Weapon Proficiency: Khopesh or Greater Two Weapon Fighting Perhaps. Hard to know what the best feat layout is.

    Enhancements (Artificer): Battle Engineer I (and prereqs, assuming no other PrE is offered), Damage boost III
    Enhancements (Rogue): Mechanic I, Haste boost III, sneak attack and damage.
    Enhancements (Artificer): Deepwood Sniper I, Favoured Damage
    Enhancements (Halfling): Dexterity, sneak attack and damage.

    Equipment: Repeating crossbow, Great crossbow, Rune arm, Longbow (for manyshot), TWF'ing style (for single target DPS perhaps enchanted with elemental weapons, perhaps epic midnight greetings).

    Details:
    UMD: 23 ranks + 3 charisma + 5 GS Conc-opp SP item + 4 GH + 2 GL + 3 Golden Cartouche + 3 epic spyglass +4 artificer = 47 (should be possible to have no-swap, no fail heal scrolls)

    Variations:
    1. Possible to start with 6 strength and increase intelligence to 18 for +2 to damage with repeaters. More of a pain to level but better repeater DPS. Not sure how worthwhile melee damage will be anyway but the higher strength helps manyshot which this build might as well utilise.
    2. Possible to be human or half-elf for haste boost/damage boost duo. On balance the halfling sneak damage doesn't seem to be worth much compared to +25% damage boost but I felt like I needed some flavour in this build and there seems to be enough synergy overall to make it work.
    3. Possible to be fighter instead of ranger but I think the extra 10 ft sneak range from DWS makes it worthwhile considering the 4d6+9+9+7 sneak attack damage that this build can have. Plus, DWS has nice synergy with a great crossbow and sniper shot. The choice is a question of feats and it's hard to count up the different options.

    Real issue is inventory space with the amount of different weapon sets that you could end up with on this build ...
    Made the same level split/race last night while playing with the planner, as I thought it would be the most fun build to play.

  13. #13
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    Enhancements (Artificer): Deepwood Sniper I, Favoured Damage

    This should be "Enhancements (Ranger)..."

  14. #14

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    Quote Originally Posted by wax_on_wax_off View Post
    Einstein has IPS. In fact, the feats are so loose that he isn't missing barely anything. Only real difference is missing the 3d6 sneak attack.
    I think I was backasswardsing your Missing feats section when I wrote that. I was going for full on ranged feats and Max/Empower for spells and possibly some of the PL feats I have access to or EWP: Khopesh so I don’t have a reincarnation cache to worry about. (I know Ron’s SOP for Lammania releases, but I could *really* use a character generator with Artificers.)
    Things that if Turbine went all EXTREME PREJUDICE™ on, would actually make the game fun again.:
    • Giving us the racial PrE’s we were promised, before rolling out DDOStore™ Enhancement Trees.
    • Fixing physical defense for Rangers and Rogues. It’s ridiculous that you’re better off wearing Heavy Armor and ignoring your innate feats on these classes.
    • Cannith Crafting.
    • Update the named loot to put them on the same system.
    • Fixing the Cannith Challenges so that they can be 6 starred without incredible luck or store bought items.
    • Fixing all challenges to give us decent XP and ingredient returns for the unreasonable time we have to spend in most of them.

  15. #15
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    Quote Originally Posted by wax_on_wax_off View Post
    Mechano Build
    (20 Artificer)

    Feats (bonus Artificer): Rapid Reload (1), Augment Summons (4), Maximise (8), Empower (12), Quicken (16), Adamantine Body** (20)
    Do artificer spells have arcane spell failure? I'm hoping not or having adamantine body as an available bonus feat is going to confuse the hell out of people.

    I'm planning on a melee 'forged also. If adamantine doesn't mess up casting I'll try to work it in at low level, I think it'll make a bigger difference there.

    The triple class artificers are going to be interesting if Mechanic does end up stacking. I'm leaning towards a warforged with Kensai over DWS. Mostly as a concept build - heavily armored soldier with a big ass "gun" laying down fire in close quarters.

    I'll be interested to hear how you do with these

  16. #16
    Community Member wax_on_wax_off's Avatar
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    Quote Originally Posted by Kaeper View Post
    Do artificer spells have arcane spell failure? I'm hoping not or having adamantine body as an available bonus feat is going to confuse the hell out of people.
    Most do have arcane spell failure yes. Adamantine Body gives 35% ASF -10% Battle Engineer -10% Arcane Sigil -10% Seven Fingered Gloves -15% Warforged Inscribed Armour III = -10%. So there is some room to move here as far as items go (not likely to get Seven Fingered Gloves anytime soon for instance). Additionally, Quicken Spell should overcome ASF. Also, I haven't looked to see exactly what spells have a Somatic component. I have a WF FvS with Adamantine Body who loves to use fireshield (and other) scrolls and the 10 or 15% ASF hasn't bothered me too much when doing bases in eV6 for instance; obviously it'd be more of a priority to get the check down as low as possible though.

    Quote Originally Posted by Kaeper View Post
    I'm planning on a melee 'forged also. If adamantine doesn't mess up casting I'll try to work it in at low level, I think it'll make a bigger difference there.
    It's pretty useless at low levels as you can get a bladesmarked docent (or other DR 5/magic) which in 95% of situations is just as effective and saves on APs and Feats. On the above mentioned FvS I had Ada Body for a bit and swapped it out in favour of more DPS (which equated to faster leveling). I picked it up again at level 18.

    Quote Originally Posted by Kaeper View Post
    The triple class artificers are going to be interesting if Mechanic does end up stacking. I'm leaning towards a warforged with Kensai over DWS. Mostly as a concept build - heavily armored soldier with a big ass "gun" laying down fire in close quarters.
    I appreciate the concept. However, I'm working from the pre-11 (and possibly post-11 too) assumption that ranged combat is gimped and as such it should be optimised to the hilt if you don't want to end up being severely disappointed.

    Warforged doesn't add DPS (compared to human, half-elf or halfling) and will result in a lower intelligence (as its harder to meet the 19 dex requirement for IPS).

    It's trickier to weigh up the cost-benefits of kensai I vs DWS I. Firstly, Kensai adds +2 damage (weapon specialisation feat) and +1 damage/+2 seeker (specified weapon). However, Ranger gives +6 damage (2 FE's, Favoured Damage II) vs 2 enemy types (evil outsider and undead for instance) and +2 damage vs all (rams might). Also, you get manyshot, I/GTWF etc. Kensai I gives quite a few more HP but that's about it (32 extra). Both Ranger and Fighter give +2 strength (though you wouldn't spend the APs on a kensai build in all likely hood).

    Quote Originally Posted by Kaeper View Post
    I'll be interested to hear how you do with these
    Thanks, I'll keep the thread updated!

  17. #17

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    Quote Originally Posted by wax_on_wax_off View Post
    Most do have arcane spell failure yes.
    I've been wearing armor and never seen an arcane spell failure check except when using scrolls. Pretty sure there isn't.

  18. #18
    Community Member wax_on_wax_off's Avatar
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    Quote Originally Posted by Dungnmaster001 View Post
    I've been wearing armor and never seen an arcane spell failure check except when using scrolls. Pretty sure there isn't.
    Why does Battle Engineer PrE give -10% ASF then?

    I imagine perhaps that you don't suffer ASF when in light armour? Or most spells don't have a somatic component?

  19. #19
    Community Member Dawnsfire's Avatar
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    Quote Originally Posted by wax_on_wax_off View Post
    Why does Battle Engineer PrE give -10% ASF then?

    I imagine perhaps that you don't suffer ASF when in light armour? Or most spells don't have a somatic component?
    I believe it is for arcane scrolls. They will be extremely important for endgame with the capstone.

    Quote Originally Posted by Torc View Post
    I’m only nerfing you now so I can buff you later.

  20. #20
    Founder & Hero jjflanigan's Avatar
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    Just a heads up -- some of your builds (your human crafter one specifically) will not work. Artificers do not get a bonus feat at level 1.

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