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  1. #1
    Community Member jortann's Avatar
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    Default WF Artificer Build

    Can I get some feedback on this build? I want him to be caster focused as much as I can.

    32 Point Build - Warforged

    STATS
    STR 8
    DEX 16 (+1 Ability Raise, +2 Tome to make 19 for Improved Precise Shot)
    CON 16
    INT 18 (+ 4 Ability Raise)
    WIS 6
    CHA 6

    FEATS I'm still not happy with the feat order.

    1 Point Blank Shot
    3 Toughness
    4 Augment Summoning
    6 Rapid Shot
    8 Precise Shot
    9 Heighten
    12 Maximize
    12 Improved Critical: Ranged
    15 Improved Precise Shot
    16 Mental Toughness
    18 Empower
    20 Quicken


    SKILLS
    UMD
    Concentration
    DD
    Search
    Open Lock
    Spot
    Jump
    Balance


    Any Feedback would be great!

    Thanks
    Quote Originally Posted by The-Last-Wolf View Post
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  2. #2
    Community Member djsonar919's Avatar
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    Take quicken a lot sooner. Like level 6 soon. You get your most powerful lowbie spell which is flame turret at that level. The worst thing about it is it takes forever to cast. The last thing you need is to be surrounded by mobs and drop this slow casting spell and right before your last leg of the animation you get hit and fail a concentration save. Other then that. It's a pretty solid build.
    TR'd: Oloam | Wudiso | Nurinil | Dolurth | Quoer | Alyinsa
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  3. #3
    The Hatchery Kilnedric's Avatar
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    Augment Summoning has great efficiency early, and to me Tougness does not. I don't usually throw in Toughness til near level 10 personlly, but at least swap it with Augment.

    Heighten does very little on an Arty. The 2 best offensive spells (BB, Tactical Detonation) are max level anyway and can't be heightened. Flame turret is a summon, and so has no DC. What do you think you want to Heighten?
    Ghallanda
    Thairos - ETRing Artificer * Khryll - 28 Clonk * Jarkxle - 28 Swashbuckler * Jaherian - 25 Druid

  4. #4
    Community Member djsonar919's Avatar
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    Quote Originally Posted by Kilnedric View Post
    Heighten does very little on an Arty. The 2 best offensive spells (BB, Tactical Detonation) are max level anyway and can't be heightened. Flame turret is a summon, and so has no DC. What do you think you want to Heighten?
    Didn't see the heighten my first pass. But yeah, no need for heighten on an Arti.
    TR'd: Oloam | Wudiso | Nurinil | Dolurth | Quoer | Alyinsa
    Others: Olotho | Olefir | Dolrrh | Baroril
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  5. #5
    Community Member jortann's Avatar
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    Ok, so I can move Quicken up, but what should I replace Heighten with?

    Improved Mental Toughness?
    Rapid Reload?
    Shot on the run?
    Toughness?
    Quote Originally Posted by The-Last-Wolf View Post
    I surrender to your wit sir, well played
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  6. #6
    Community Member RedDragonScale's Avatar
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    Quote Originally Posted by jortann View Post
    Ok, so I can move Quicken up, but what should I replace Heighten with?

    ...

    Rapid Reload?
    ...
    Rapid Reload is Auto-granted to Artificers.



    Remove:

    Heighten
    Mental Toughness



    Add:

    Insightful Reflexes
    Weapon Focus: Ranged

  7. #7
    The Hatchery Kilnedric's Avatar
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    Quote Originally Posted by jortann View Post
    Ok, so I can move Quicken up, but what should I replace Heighten with?

    Improved Mental Toughness?
    Rapid Reload?
    Shot on the run?
    Toughness?
    I would add Insightful Reflexes.
    In the spirit of why you had Heighten, you could consider Spell Focus Evocation.

    I dont think Mental Toughness or Improved Mental Toughness are needed, but they're not bad.
    You alread have Rapid Reload for free.
    Shot on the Run has too many pre-reqs.
    Toughness never hurts.
    Ghallanda
    Thairos - ETRing Artificer * Khryll - 28 Clonk * Jarkxle - 28 Swashbuckler * Jaherian - 25 Druid

  8. #8
    Community Member jortann's Avatar
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    Ok, I reworked the feats. And I decided to TR my rogue into my Artificer. I'm still not sure I am happy with the order. I basically want to take 3 feats at level 6....

    So, how does it look? Any thoughts?

    1 - Toughness
    3 - Augment Summons
    4 - Point Blank Shot
    6 - Maximize
    8 - Quicken
    9 - Rapid Shot
    12 - Precise Shot
    12 - Improved Precise Shot
    15 - Improved Critical (ranged)
    16 - Past Life: Rogue
    18 - Mental Toughness
    20 - Empower
    Quote Originally Posted by The-Last-Wolf View Post
    I surrender to your wit sir, well played
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  9. #9
    Community Member RedDragonScale's Avatar
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    I don't get the fascination you have with Mental Toughness.

    I honestly believe Insightful Reflexes will serve you better.


    Also, what's so great about the Rogue Past Life feat?

  10. #10
    Community Member jortann's Avatar
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    Quote Originally Posted by RedDragonScale View Post
    I don't get the fascination you have with Mental Toughness.
    I normally play casters, so obviously I love to have spell points. Some may even say I am fascinated by them.


    Quote Originally Posted by RedDragonScale View Post
    I honestly believe Insightful Reflexes will serve you better.
    I don't get the fascination you have with Insightful Reflexes.


    Quote Originally Posted by RedDragonScale View Post
    Also, what's so great about the Rogue Past Life feat?
    I don't know if its great, but its not bad. Plus I got a rogue that just sits at level 20 and does nothing so I thought I would TR him. It looks like an ok choice. I'm not seeing any other feats out there that are screaming Awesomeness at me.

    Unless you have something to suggest....
    Quote Originally Posted by The-Last-Wolf View Post
    I surrender to your wit sir, well played
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  11. #11
    Community Member RedDragonScale's Avatar
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    Quote Originally Posted by jortann View Post
    Unless you have something to suggest....
    Well, we're just not going to see eye-to-eye when it comes to Insightful Reflexes vs. Mental Toughness but heck, I think another Toughness feat would be more useful than the Rogue Past Life feat.

  12. #12
    Community Member jortann's Avatar
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    Quote Originally Posted by RedDragonScale View Post
    Well, we're just not going to see eye-to-eye when it comes to Insightful Reflexes vs. Mental Toughness but heck, I think another Toughness feat would be more useful than the Rogue Past Life feat.
    Someone told me insightful reflexes is not all that helpful at level 20.... I am testing out that theory with a wizard build I have now. So, the jury is still out.

    As for Toughness vs. Rogue Past Life...

    From the wiki.... a +1 bonus to sneak attack damage for every two character levels, and a +1 bonus to hit with sneak attacks for every four levels.

    If I am reading that correctly....at level 20 thats +10 SA damage and a +5 to hit when SAing.

    I think that might be better than 22 hitpoints, but that may just be me.
    Quote Originally Posted by The-Last-Wolf View Post
    I surrender to your wit sir, well played
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  13. #13
    Community Member RedDragonScale's Avatar
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    Quote Originally Posted by jortann View Post
    From the wiki.... a +1 bonus to sneak attack damage for every two character levels, and a +1 bonus to hit with sneak attacks for every four levels.

    If I am reading that correctly....at level 20 thats +10 SA damage and a +5 to hit when SAing.

    I think that might be better than 22 hitpoints, but that may just be me.
    Wow, if that's correct, that's pretty nice. If you could reliably get into SA positions with an Artificer, that would certainly be the feat to take.

  14. #14
    Community Member Dark-Star's Avatar
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    It's a clicky that lasts for 1 minute, and you get three.
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  15. #15
    Community Member Cardtrick's Avatar
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    Insightful Reflexes is fantastic on a high-Int, low-Dex character. I consider it non-negotiable on any wizard build, where it can often add +15 or so to your reflex save. Nothing helps your endgame survivability as much as reliably saving against spells.

    The thing is, most artificers have pretty high dex already, to get IPS, so the relative value of Insightful Reflexes drops. I think it makes sense to look at your final gear and stat plan before deciding. I wouldn't take Insightful Reflexes unless your final, geared-up Int is going to be at least 8 or so points higher than your final Dex. That's often the case on artificers, but not always.

    Past Life:Sneak of Shadows is awesome, though. If you can fit it, take it. 3 one-minute clickies of +10 damage/+5 attack, which can be used simultaneously with Endless Fusillade? That's some serious boss DPS. It's definitely one of the better past lives for an artificer.
    Quote Originally Posted by Wizard_Zero View Post
    One day I just wrote "Why Do I Die So Much?" in party chat, and that is how I learned about fortification.

  16. #16
    Community Member RedDragonScale's Avatar
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    Quote Originally Posted by Dark-Star View Post
    It's a clicky that lasts for 1 minute, and you get three.
    Ugh. Past Life: Rogue is a sucky feat then.

  17. #17
    Community Member RedDragonScale's Avatar
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    Quote Originally Posted by Cardtrick View Post
    Insightful Reflexes is fantastic on a high-Int, low-Dex character. I consider it non-negotiable on any wizard build, where it can often add +15 or so to your reflex save. Nothing helps your endgame survivability as much as reliably saving against spells.
    Agreed.


    Quote Originally Posted by Cardtrick View Post
    The thing is, most artificers have pretty high dex already, to get IPS, so the relative value of Insightful Reflexes drops. I think it makes sense to look at your final gear and stat plan before deciding. I wouldn't take Insightful Reflexes unless your final, geared-up Int is going to be at least 8 or so points higher than your final Dex. That's often the case on artificers, but not always.
    My Arti has a 40 Int (+15) and a 26 Dex (+8). Insightful Reflexes helps my Arti out TONS.

    Quote Originally Posted by Cardtrick View Post
    Past Life:Sneak of Shadows is awesome, though. If you can fit it, take it. 3 one-minute clickies of +10 damage/+5 attack, which can be used simultaneously with Endless Fusillade? That's some serious boss DPS. It's definitely one of the better past lives for an artificer.
    You only get that extra damage of you are in a position where you would get a SA, correct?

    Unless the Monster is Blind, there's no way you can count on getting that ranged SA reliably.

    IMO, the feat sucks.
    Last edited by RedDragonScale; 01-14-2012 at 01:20 PM.

  18. #18
    Community Member Cardtrick's Avatar
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    Quote Originally Posted by RedDragonScale View Post
    You only get that extra damage of you are in a position where you would get a SA, correct?

    Unless the Monster is Blind, there's now way you can count on getting that ranged SA reliably.

    IMO, the feat sucks.
    The monster doesn't need to be blind -- it just needs to have aggro on someone else. It's not a great feat for soloing on most classes (although the hide/move silently boost is actually awesome for soloing certain quests, like eClaw), but in my opinion it's worth getting just for boss fights in raids. Artificer has the advantage of Flame Turret and the pet, though, both of which can grab aggro and act as "tanks" for you -- any time an enemy is attacking one of them, even when you're soloing, you're eligible for your +10/+5. (As long as you're in sneak attack range and the enemy is not immune to sneak attacks.)

    I wouldn't take it over any of the essential feats, but I would certainly take it rather than Mental Toughness or Weapon Focus: Ranged, two feats I often see in artificer builds.
    Last edited by Cardtrick; 01-14-2012 at 12:05 PM.
    Quote Originally Posted by Wizard_Zero View Post
    One day I just wrote "Why Do I Die So Much?" in party chat, and that is how I learned about fortification.

  19. #19
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    I would just like to know if there are any drawbacks starting with WIS 6 (low will save early game), CHA 6 (-2 on UMD early game), STR 8 (low carrying capacity early game) as you did on your WF.

    I guess that if there are any drawbacks I would expect them in the first few levels and that the effect will diminish with increasing skill points spent, better saves from level up and better gear. But I really would appreciate your feedback if you encountered any drawbacks and would consider spending a few more points in STR or WIS.

  20. #20
    Community Member Gorbadoc's Avatar
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    Quote Originally Posted by Cardtrick View Post
    Insightful Reflexes is fantastic on a high-Int, low-Dex character...

    The thing is, most artificers have pretty high dex already, to get IPS, so the relative value of Insightful Reflexes drops. I think it makes sense to look at your final gear and stat plan before deciding. I wouldn't take Insightful Reflexes unless your final, geared-up Int is going to be at least 8 or so points higher than your final Dex. That's often the case on artificers, but not always.
    Exactly. There's a reason why no one ever takes Lightning Reflexes; +2 to reflex saves isn't worth blowing a feat.
    Quote Originally Posted by Feanor74 View Post
    I would just like to know if there are any drawbacks starting with WIS 6 (low will save early game), CHA 6 (-2 on UMD early game), STR 8 (low carrying capacity early game) as you did on your WF.

    I guess that if there are any drawbacks I would expect them in the first few levels and that the effect will diminish with increasing skill points spent, better saves from level up and better gear. But I really would appreciate your feedback if you encountered any drawbacks and would consider spending a few more points in STR or WIS.
    You seem to have a pretty good handle on the issues. The drawbacks are manageable and hit hardest at earlier levels. I would just add that a low wisdom means your Spot modifier is lousy at early levels. This should theoretically hurt newer players more. Veteran players tend 1) to know where the nasty traps are already, and 2) to have enough hit points not to die to one little trap.

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