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Thread: Artifact build

  1. #1
    Community Member DrawingGuy's Avatar
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    Default Artifact build

    Artifact
    Level 20 True Neutral Warforged Male
    (20 Artificer)

    What you get out of this build
    - High DCs. This means max possible Rune Arm and Blade Barrier damage
    - More skill points than what you know what to do with
    - Able to easily handle Epic level traps and locks
    - Over 50 to hit self-buffed
    - Blade Barriers that crit for over 1500
    - Rune Arm damage that isn't halved and can hit for up to 5k
    - Level 20 clickies
    - High UMD. I don't even bother equipping my UMD gear unless I'm specified for scroll healing duty.


    Code:
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats (before buffs/pots and ultimate DC gear)
    (32 Point)       (Level 1)             (Level 20)
    Strength              8                    17
    Dexterity            16                    26
    Constitution         16                    27
    Intelligence         18                    38
    Wisdom                6                    15
    Charisma              6                    15
    
    Tomes Used
    I obviously donated and ate a +3 supreme. Only 1 tome is a must, though I consider INT to be highly important as well
    +3 Tome of Strength used at level 11
    +3 Tome of Dexterity used at level 11* 
    +3 Tome of Constitution used at level 11
    +3 Tome of Intelligence used at level 11
    +3 Tome of Wisdom used at level 11
    +3 Tome of Charisma used at level 11
    * This is the only required tome. If you don't have a +3 dex tome, a +2 and a level up point into dex is an option.
    
    Easy(ish) to obtain Equipment
    Helm: Alchemist's Crown
    Eyes: Tinker's Goggles or Crafted Clever Goggles of Accuracy (+6 int, +4 to hit for when too-hit is too low and TS is not needed)
    Body: Crafted +5 Deathblock Docent of Superior Stability (large slotted with HP)
    Bracers: Windhowler Bracers
    Gloves: Tinker's Gloves
    Boots: Cannith Boots of Propulsion
    Belt: Crafted +6 Ogre Power Belt of Heavy Fortification (large slotted with SP)
    Cloak: Supreme Tyrant Green Steel Weave Cloak of Existential Stalemate
    Trinket: Crafted Greater Evocation Focus of +2 good luck
    Neck: Alchemist's Pendant
    Ring 1: Epic Ring of Master Artifice
    Ring 2: Random +6 cha +1 exc Dex TOD ring slotted with +2 exc INT
    Weapon: Supreme Tyrant +5 Green Steel Heavy Repeater  of Lightning
    Rune Arm: Lucid Dreams upgraded with Major Kinetic Lore
    
    Top BB/Rune Arm DC Equipment
    Epic Diabolist's Docent
    Epic Shaman's Beads
    Litany of the Dead
    
    Epic Augment Slots
    +1 Exc Int
    +1 Exc Con
    +6 Con
    +2 Luck
    
    Level 1 (Artificer)
    Feat: (Selected) Augment Summoning
    
    
    Level 2 (Artificer)
    
    
    Level 3 (Artificer)
    Feat: (Selected) Point Blank Shot
    
    
    Level 4 (Artificer)
    Feat: (Artificer Bonus) Precise Shot
    
    
    Level 5 (Artificer)
    
    
    Level 6 (Artificer)
    Feat: (Selected) Toughness
    
    
    Level 7 (Artificer)
    
    
    Level 8 (Artificer)
    Feat: (Artificer Bonus) Rapid Shot
    
    
    Level 9 (Artificer)
    Feat: (Selected) Spell Focus: Evocation
    
    
    Level 10 (Artificer)
    
    
    Level 11 (Artificer)
    
    
    Level 12 (Artificer)
    Feat: (Selected) Greater Spell Focus: Evocation
    Feat: (Artificer Bonus) Improved Critical: Ranged Weapons
    
    
    Level 13 (Artificer)
    
    
    Level 14 (Artificer)
    
    
    Level 15 (Artificer)
    Feat: (Selected) Improved Precise Shot
    
    
    Level 16 (Artificer)
    Feat: (Artificer Bonus) Maximize Spell
    
    
    Level 17 (Artificer)
    
    
    Level 18 (Artificer)
    Feat: (Selected) Empower Spell
    
    
    Level 19 (Artificer)
    
    
    Level 20 (Artificer)
    Feat: (Artificer Bonus) Quicken Spell
    Enhancement: Artificer Damage Boost I
    Enhancement: Artificer Damage Boost II
    Enhancement: Artificer Skill Boost I
    Enhancement: Artificer Crossbow Attack I
    Enhancement: Artificer Crossbow Attack II
    Enhancement: Artificer Crossbow Damage I
    Enhancement: Artificer Crossbow Damage II
    Enhancement: Artificer Improved Rune Arm Use I
    Enhancement: Artificer Improved Rune Arm Use II
    Enhancement: Artificer Improved Rune Arm Use III
    Enhancement: Artificer Improved Rune Arm Use IV
    Enhancement: Artificer Battle Engineer I
    Enhancement: Artificer Rune Arm Overcharge I
    Enhancement: Artificer Rune Arm Overcharge II
    Enhancement: Arcane Empowerment
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Improved Use Magic Device I
    Enhancement: Improved Use Magic Device II
    Enhancement: Improved Use Magic Device III
    Enhancement: Improved Use Magic Device IV
    Enhancement: Kinetic Spellcasting I
    Enhancement: Deadly Kinetics I
    Enhancement: Force Manipulation I
    Enhancement: Force Manipulation II
    Enhancement: Force Manipulation III
    Enhancement: Force Manipulation IV
    Enhancement: Force Manipulation V
    Enhancement: Force Manipulation VI
    Enhancement: Force Manipulation VII
    Enhancement: Repair Manipulation I
    Enhancement: Artificer Intelligence I
    Enhancement: Artificer Intelligence II
    Enhancement: Artificer Intelligence III
    Enhancement: Artificer Wand and Scroll Mastery I
    Enhancement: Artificer Wand and Scroll Mastery II
    Enhancement: Artificer Wand and Scroll Mastery III
    Enhancement: Warforged Constitution I
    Enhancement: Warforged Constitution II
    Enhancement: Warforged Healer's Friend I
    Enhancement: Warforged Inscribed Armor I
    Why Warfoged?
    The obvious answer is self healing with reconstruct spells and CON. However there it goes deeper than that - My current build is utilitizing very little epic gear as a first life toon. That leaves no room to slot immunities that WF have innately. Plus the MA ring is a godsend for WF. All of these advantages come at a cost 0 AP. Artificers are AP starved due to having to support Rune Arm, PrE, Crossbow, Skill and spell enhancements. This means every point you spend on racial enh, you are sacrificing from class ones. Your helf dilentes, your human healing amp and stat points, etc. The pros of other races come at the cost of the class. As a self-healing ranged build, healing amp is moot. With high UMD, most dilentes are moot. With wanting aggro to run monsters through BB, rogue sneak damage is moot (without gearing accordingly). In short, unless you plan on making this a craft haggle-bot (in which you want human for their crafting dragonmark), WF is by far the best choice. In second I would mark Drow for their +1 DC and to hit capability... but I don't find that making up for losing 4 build points and blue-bar self healing.


    Why Pure Artificer?
    Most would take 2 Rogue for evasion. Hate to break it to you, but evasion is overrated and NOT worth losing the Arti capstone for. Only quest I've EVER had trouble disabling on Elite/Epic is Von 5 - and even that has certain spots to stand in. Quests that have trap boxes on the far side are easily handled with your propulsion boots. You can plink casters with your xbow and kill them often before they even reach casting range. Arti capstone gives almost any buff you want casted at level 20 at your fingertips. This is a huge self-sufficiency leap.


    Note about Enhancements (updated)
    Artificer has too many options and not enough AP. UMD and the INT 3 are your only real flexible points in my opinion. As shown, there really is NO play room on the Artificer without sacrificing something somewhere. Those points I would put into Spell enhancement lines, either boosting Force for max BB/Lucid Dreams potential, bumping repairs, or small lining for Toven's Hammer. Also, if you happen to have odd Con points, you can technically also free up 4 points from WF Con. Uncaring Master is a strong suggestion if UMD/Int/Con can be spared if you use your pet a lot.

    Evocation DCs
    DCs are extremely important as your BB has a save DC where any Evasion mob can negate the damage and your Rune Arm has SAVES. What rune arm you use dictates the save type (fort, will, reflex), but the DC is calculated the same. Luckily BB and Rune Arms share DCs, so when you build it up, you're improving both.

    Artificers use INT for these DCs, so the first case is maxing int. INT for this build:
    18 Base (20 if Drow)
    5 Level ups
    3 Tome
    3 Enhancement
    7 Item
    3 Exception (1 + 2)
    1 Litany
    2 ship
    2 yugo
    2 store
    --------
    46 INT (48 if Drow)

    As you can see, I am missing a +4 tome. If you have one, that is either required for the ultimate max as House D gives a +3 1 minute boost, or gives you flexibility to take off that 1 enhancement point and apply it to Scroll Mastery. A 1 minute pot I don't consider sustainable, especially as a trade-in rather than purchase. All pots are optional, ofc, but realize it lowers your DC by 1 for each one you lack.

    The MAX possible Evocation DC for this first life artificer:
    10 base
    18 Int Modifier (19 if Drow)
    2 Greater Focus Item
    2 Feats
    6 Spell Level
    1 Bard song
    -------
    39 DC (40 if Drow. +2 more if +4 tome and +3 House D for a MAX possible of 42)

    38 sustainable DC is enough to have your BBs useful on even evasion mobs, and will pretty much double your Rune Arm damage.

    46 is the MAX possible DC period when you add +3 from 3 Sorc past lives, +1 for Wiz purchased PL feat, and +1 for Completionist (47 Drow House D pot using DC). 47 (48) if they ever make the ship DC buff stackable. So obviously if you want to bring your BBs from 50% no save to almost 100%, you need some past lives under your belt. But I find my Arti kicking some can since my gear and enhancements are built for max possible BB damage, so even half damage gives impressive numbers. And my Rune arm hits for 1 to 5k every 6 seconds.


    To-Hit
    This char can still handle Epics to-hit with middling Dex. With lvl 20 clickies (carry 10 clicks worth which will last me ~30 mins) and Insightful that can apply this builds high INT to damage or attack, you needent see those "misses".

    20 Base attack from Divine Power clickies
    3 from Divine Favor clickies
    18 from insight
    7 from weapon (+5 base, +2 pre. +9 if using a +7 epic xbow with the slot)
    4 from Greater Hero clicky (20 minutes ftw. Get 2 and you can consider it permanent)
    ------
    52 To hit.

    This is good enough for all but a few Red Names on epics. With some outside buffs you can hit even AC distorted mobs (thanks for matching it to brokenly high STR chars Devs), and if not, you still have Rune Arms and spells to DPS with. Or Rune Arm DPS while heal scrolling.


    UMD
    23 ranks + 2 luck + 4 Cha + 5 Cha Skills + 4 enhancement + 1 artificer + 1 mask + 4 GH = 44 (46 skill boosted)
    44 + 5 seven fingered + 3 Epic t3 Spyglass = 52 (54 skill boosted)

    That is obviously enough even on a 6 CHA dump toon. If you have more point buys, you can place points into CHA to boost UMD and save on item requirements.


    HP Breakdown (newly added)
    Constitution
    16 Base CON
    2 Tome (mine uses +3)
    2 WF enhancement CON
    6 item CON
    2 ship
    ------
    28 CON (30 if you add +1 from exceptional and +1 more from 3 con tome or +1 from litany)

    HP
    140 base
    180 CON (200 if at 30 con)
    22 Toughness feat
    20 Toughness enhancments
    10 Battle Engineer
    10 Draconic
    20 Alchemeical Pendant
    20 Guild Augment
    --------
    422 (442 with 30 CON)

    You can replace the crafted belt with an Epic Belt of the Mroranon slotted with GFL. That adds:
    30 GFL
    20 Toughness
    -------
    472 (492 with 30 CON)

    Boot can easily be made with 45 HP boots (run speed fixed with expedious retreat or Abbot quiver)
    45 GS
    -------
    517 (537 with 30 CON)

    You can then self buff 20 False life and 20 GH clicky for another 40 temporary HP. Store pots can add 20 if you care enough. But in short, you can easily get the char into the 500+ range without sacrificing on the character.



    Now this is my first Character build post. Please let me know if there are any formatting/readability concerns.

    Also, of course, looking for input about the build.

    Enjoy!
    Last edited by DrawingGuy; 03-08-2012 at 01:06 PM.

  2. #2
    Community Member Cardtrick's Avatar
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    Good solid build and nice write up.

    This is very similar to the build I tend to post for new players looking for a 32-point warforged arti (without the tomes, of course).

    Important note for anyone reading this who doesn't have +3 tomes (most people):
    Start with exactly the same stats but use your 3rd level-up for Dex instead of Int. That allows you to use just a +2 Dex tome to reach the IPS requirement.

    Feats are exactly what I would choose. I would change the order a bit. I like Maximize and Quicken earlier for self-healing, and I usually push Empower as late as it will go on non-Sorcerer/FvS builds (just too SP-inefficient before cap in my opinion). But there's absolutely nothing wrong with the order you've presented, it just comes down to playstyle.

    Enhancements can always be swapped easily, but that's the only area I would make significant changes. I think maxing out the crit lines is pretty much always a waste of APs, preferring 7/1/1, which frees up quite a bit to spend elsewhere. I also think an artificer, even a dumped-CHA warforged, can get away without Improved UMD. On the other hand, I also consider at least tier 3 of wand/scroll mastery mandatory on an artificer, and I really like both using a runearm and moving, so I consider Overcharge II (which requires Imp Runearm IV) extremely desirable. Finally, I think it's a mistake not to have at least one point in Repair Manipulation and 1/1/1 in the shock line. So my preferred enhancements are more like:

    Code:
    Enhancement: Artificer Damage Boost I
    Enhancement: Artificer Damage Boost II
    Enhancement: Artificer Skill Boost I
    Enhancement: Artificer Crossbow Attack I
    Enhancement: Artificer Crossbow Attack II
    Enhancement: Artificer Crossbow Damage I
    Enhancement: Artificer Crossbow Damage II
    Enhancement: Artificer Improved Rune Arm Use I
    Enhancement: Artificer Improved Rune Arm Use II
    Enhancement: Artificer Improved Rune Arm Use III
    Enhancement: Artificer Improved Rune Arm Use IV
    Enhancement: Artificer Battle Engineer I
    Enhancement: Artificer Rune Arm Overcharge I
    Enhancement: Artificer Rune Arm Overcharge II
    Enhancement: Arcane Empowerment
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    Enhancement: Charged Spellcasting I
    Enhancement: Kinetic Spellcasting I
    Enhancement: Deadly Shocks I
    Enhancement: Deadly Kinetics I
    Enhancement: Storm Manipulation I
    Enhancement: Force Manipulation I
    Enhancement: Force Manipulation II
    Enhancement: Force Manipulation III
    Enhancement: Force Manipulation IV
    Enhancement: Force Manipulation V
    Enhancement: Force Manipulation VI
    Enhancement: Force Manipulation VII
    Enhancement: Repair Manipulation I
    Enhancement: Artificer Intelligence I
    Enhancement: Artificer Intelligence II
    Enhancement: Artificer Intelligence III
    Enhancement: Artificer Wand and Scroll Mastery I
    Enhancement: Artificer Wand and Scroll Mastery II
    Enhancement: Artificer Wand and Scroll Mastery III
    Enhancement: Warforged Constitution I
    Enhancement: Warforged Constitution II
    Enhancement: Warforged Healer's Friend I
    Enhancement: Warforged Inscribed Armor I
    All in all, though, this is a great build and a flexible template for people to make their own customizations from.
    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.

  3. #3
    Community Member DrawingGuy's Avatar
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    Thank you for your input! The comment about the tomes is noted in the build. Only a +2 dex tome is "required" due to IPS and maxing Dex costing too much.

    I don't consider the crit lines to be a waste as it allows me to crit often and hard. However the cost it comes at may indeed be questionable. I do like critting for up to 1500 on my BB and one-shotting ship dummies so considering the balance.

    My personal opinions of your lineup:
    - I don't use Toven's Hammer at this time as I haven't found it as replacing the tight tie-in of Lucid Dreams and BB. Add in the fact that force works on basically every boss and mob, I've slotted the +2 exceptional int on a ToD ring, and the GS cloak is sufficient. Tovens can be used for absorb SP mode if that tight. Thus I'll likely forgo the electric line until I decide to use Tovens
    - Toughness III I don't consider worth the cost. 3 AP for 10 hp is tough to take on this build

    I do, however, agree with the spends on repair, inscribed armor and rune arm overcharge. That's a 6 point buy, and believe I'll take it out of the force crit line. In short I'll be changing over to that, and making my "tier 3 INT" and "max Force" the swappable line. You can afford to max kinetics with tier II int, or middle the crit line with T3.

    Editing. Hopefully this will give people solid ground to work with though. As you said, enh are flexible. Feats can be taken in a different order (ie I rarely use quicken as I've found jump casting to be sufficient in anything short of epic... but you think it's useful to have early).

    [edit] - Looking at your enhancements Cardtrick, it looks like it adds up to 82 points.
    Last edited by DrawingGuy; 03-03-2012 at 02:37 AM.

  4. #4
    Community Member Cardtrick's Avatar
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    Quote Originally Posted by DrawingGuy View Post
    [edit] - Looking at your enhancements Cardtrick, it looks like it adds up to 82 points.
    I didn't see this before now.

    I didn't believe you at first, since I'm fairly sure I pulled that list from the planner, but you are totally right: adds up to 82.

    Code:
    Aps	Enhancement
    1	Artificer Damage Boost I
    2	Artificer Damage Boost II
    1	Artificer Skill Boost I
    2	Artificer Crossbow Attack I
    4	Artificer Crossbow Attack II
    2	Artificer Crossbow Damage I
    2	Artificer Crossbow Damage II
    1	Artificer Improved Rune Arm Use I
    2	Artificer Improved Rune Arm Use II
    3	Artificer Improved Rune Arm Use III
    4	Artificer Improved Rune Arm Use IV
    4	Artificer Battle Engineer I
    2	Artificer Rune Arm Overcharge I
    4	Artificer Rune Arm Overcharge II
    2	Arcane Empowerment
    1	Racial Toughness I
    2	Racial Toughness II
    3	Racial Toughness III
    1	Charged Spellcasting I
    1	Kinetic Spellcasting I
    1	Deadly Shocks I
    1	Deadly Kinetics I
    1	Storm Manipulation I
    1	Force Manipulation I
    1	Force Manipulation II
    1	Force Manipulation III
    1	Force Manipulation IV
    1	Force Manipulation V
    1	Force Manipulation VI
    1	Force Manipulation VII
    1	Repair Manipulation I
    2	Artificer Intelligence I
    4	Artificer Intelligence II
    6	Artificer Intelligence III
    1	Artificer Wand and Scroll Mastery I
    2	Artificer Wand and Scroll Mastery II
    3	Artificer Wand and Scroll Mastery III
    2	Warforged Constitution I
    4	Warforged Constitution II
    2	Warforged Healer's Friend I
    1	Warforged Inscribed Armor I
    __	
    82
    That's embarrassing. Well . . . I guess I would drop Racial Toughness III then and put one point in UMD. 10 HP is probably the least important to me of the things I've listed. Could also see an argument for dropping Deadly Shocks and Charged Spellcasting (only keeping storm manipulation I).

    Still really like this build and the way you laid it out. I linked a couple people in-game to this thread yesterday.
    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.

  5. #5
    Community Member Mrmorphling's Avatar
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    I levelled an arti in a very similar way and after playing at cap for a while a question arised: is IPS really worth it for end gameplay?

    Lets have a look:
    ToD: useless if not detrimental during 2nd phase
    Shroud: who cares not really endgame but still underwhelming
    HoX: mildly usefull if running outside and not scrollhealing
    VoD: okayish for the trash
    eVoN: detrimental
    eDA: very good
    LoB: borderline useless, in the time you align two pillars the first one is prolly down
    MA: usefull on lower difficulties where you can grab the aggro of the first 2 waves with impunity
    Assorted epics: decently usefull especially with weaker CC where you can spam curses/paralizing

    IF you add that more than half your DPS will come from RuneArm i can really see saving 1-2 pts in dex to up Charisma to free some AP from UMD or to up CON by a bracket as you'll end up very close to the 500hp treshold which is not squishy by any mean but not exactly sturdy for epic raiding.

  6. #6
    Community Member deahamlet's Avatar
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    Quote Originally Posted by Mrmorphling View Post
    I levelled an arti in a very similar way and after playing at cap for a while a question arised: is IPS really worth it for end gameplay?

    Lets have a look:
    ToD: useless if not detrimental during 2nd phase
    Shroud: who cares not really endgame but still underwhelming
    HoX: mildly usefull if running outside and not scrollhealing
    VoD: okayish for the trash
    eVoN: detrimental
    eDA: very good
    LoB: borderline useless, in the time you align two pillars the first one is prolly down
    MA: usefull on lower difficulties where you can grab the aggro of the first 2 waves with impunity
    Assorted epics: decently usefull especially with weaker CC where you can spam curses/paralizing

    IF you add that more than half your DPS will come from RuneArm i can really see saving 1-2 pts in dex to up Charisma to free some AP from UMD or to up CON by a bracket as you'll end up very close to the 500hp treshold which is not squishy by any mean but not exactly sturdy for epic raiding.
    Most of the time by the time you line up the shots, melee already went in and ruined it anyway :P.

    Thing is, with certain epic bosses it's a good idea to not dump DEX because you'll say way too many misses. And it's nicer to not have to use Insightful Strikes.
    Toons on Orien:
    Daemonav Atreides: WF artificer (TR 2/14)////Irullan Atreides: human FvS (TR 2/?!?)////Lorrellei Atreides: human ice/acid sorcerer////Aliademon Atreides: elf PM necro/enchant wizzie (TR 2/8)

  7. #7
    Community Member DrawingGuy's Avatar
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    Essentially your summary boils down to "IPS is useless in boss fights, but useful against trash"... and well, that is the exact case. Be it DPS or a debuffs repeater, hitting entire groups is very useful. Getting aggro is a GOOD thing since you actually run them through the BB while melee just stand there. Let them pick the guys off one by one as you soften the group up. IPS has it's uses and is never a detriment as you can toggle it off in situations where it shouldn't be used. ToD stage 2 and where mobs have been fascinated are the only times I find I need it off... and that's hardly the majority of the game.

    So what feat would you find more useful? Why is it necessary to put the points in CHA when 6 + skills + items is enough to get 50+ UMD? UMD enhancements are very useful so you can UMD *without* very many items, but as illustrated, you can spend your points elsewhere.

    Now if you have some higher point builds, I *then* would probably put the points into CHA.

    I'm still playing with trying to find the perfect enhancement layout that provides maximum DPS without hurting support utility. I have a couple layouts planned and have been slowly climbing my DCs... but it's seeming to me the best build is going to require a +7 cha item and a +4 INT tome so I can free up those 6 points from INT 3. But really, the base build is solid. You can flex equipment and enhancements all day to fit what YOU find perfect.

  8. #8
    Community Member Mrphish's Avatar
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    nice write up and build drawing guy, i've been looking for an arti build exactly like this for the puroses of rolling up one on a new server and playing untwinked... no min lvl stat gear, no tomes, no higher levels with oodles of plat to send over, none of that. rolled this up last night im currently lvl 5 with it so far so good... kinda early to judge his performance just yet but it's very solid, did have to make a few tweaks to stats and feat progression to fit my personal taste and play style (im opting to not use augment summons... i dont see myself useing my dog much at end game for anything other then a mildly useful distraction) but toher then that sticking to your planned build. i think my only complaint about it is that it isn't helf, was kinda wanting to make use of endless fusilaude+human adaptability damage boot+rogue dilly. but seeing as im doing this untwinked the immunity's and the ability to self-heal right out of the gate is a huge bonus imo.

    quick question though; mind giving us a run down of a possible ending hp?
    Samurai Pizza Cats
    Ghallanda - || Mrchicken 15 rogue assassin ( life 3/???) ||Katsuu - 7 dark monk || Mrphish - 16 arti || Pixelation 16 wf bardbarian
    Sarlona - ||pixxel - 10 barbarian ||

  9. #9
    Community Member DrawingGuy's Avatar
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    I actually consider the stats to be pretty set in stone for first life as giving up int sacrifices damage, SP, DCs, and potential attack. Sacrificing Dex can give up IPS. You can lower CON to 14, I guess, and place it in CHA. But I value 20HP over 1 UMD. To give that more perspective, if you're sitting with the right items where you don't need the UMD enhancements... 20 hp from toughness enhancements costs 3ap. 1 UMD costs 1ap.

    I personally would save boosting CHA for TRs, but I certainly don't think 20hp for UMD would break a build either. What did you end up going with?

    As for Augment Summoning... I do consider that the most sacrificable feat on this character. However I don't consider the dog as decoration as he's VERY VERY useful solo. Add in it works on hox and any other charms/summons INCLUDING hirelings, and I see it as worth it.

    [EDIT]
    Appended HP breakdown to original post.
    Last edited by DrawingGuy; 03-08-2012 at 12:28 PM.

  10. #10
    Community Member Mrphish's Avatar
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    For stats I went with max int 16 con, 16 dex, but what I ment with change stats around was I plan on using 1 level up in dex (probably at 8th level) that way I only need. 2 dex tome for ips, and if I ever get 3 dex tome I could just LR later on.
    Samurai Pizza Cats
    Ghallanda - || Mrchicken 15 rogue assassin ( life 3/???) ||Katsuu - 7 dark monk || Mrphish - 16 arti || Pixelation 16 wf bardbarian
    Sarlona - ||pixxel - 10 barbarian ||

  11. #11
    Community Member DrawingGuy's Avatar
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    Ahh. Yep, I suggest to do that exact thing in the build, and did that on this build until I got that +3 tome. Sucks my main (a barb) has only got BTC +3 tomes, or I would have been able to do it without any tome purchase or wait.

    As it stands, I can no-hireling solo whatever I feel like (though not trying to solo epics until my DCs are higher), and am great DPS AND support in a party, so I think you'll like it. I suggest adding a CC and a debuff xbow to your list. Paralyzing may only work on a 1, but when you shoot 100+ shots a minute, that's still averaging over 5 holds a minute. Same applies to cursespewing (which conveniently helps your BBs and TD) and destruction.

    And a note for leveling gear, it's pretty easy to scale:
    Stat items > Sora Kell items > Cannith items > Epic items

    Still waiting for them to fix scroll drops. I have a docent, belt, and hellfire xbow to farm before I'm happy with my epic gear. But I do well without it all.

  12. #12
    Community Member elldur's Avatar
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    Default Excellent thread

    Thanks for this great thread DrawingGuy. I have enjoyed soloing with my WF arty and have managed to get him up to lvl 18 so far. I was starting to wonder about ways to enhance my dc's, and your thread, as well as the comments from others, has really helped me decide on how to develop and progress.

    Although I use BB, TacDet, and Prismatic Strike,(all evoc. spells btw) I have made full use of my pet as well. Additionally, by crafting almost all my own gear, docents, and weapons, I never have to worry about permanent damage, since they are all bound, and I don't have to wait for that perfect drop.

    Your well thought out analysis of the arty strengths and weaknesses vis-a-vis the enhancement lines is enlightening, and should form the template for many a player thinking of making a WF artificer killing machine. Thanks again, and I can only imagine the power of this toon as he lives past his first life.

  13. #13
    Community Member DrawingGuy's Avatar
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    I love my current build, but I'm looking to turn it into an "ultimately geared" build.

    So I have two "ultimate" gear setups. One I can achieve with only a few items, using very few Epic items. The other one relies almost entirely on Epic gear.

    Easy Ultimate: (gear I don't have yet fits cleanly into current gear)
    Equipment
    Armor: Epic Docent of the Diabolist
    Eyes: INT +6 goggles of Accuracy (large slotted)/Tinker Goggles
    Helm: Alchemist's Crown
    Neck: Alchemist's Pendant
    Trinket: Epic Treasure Hunter's Spyglass - Tier 3
    Cloak: Supreme Tyrant Green Steel Weave Helm of Existential Stalemate (t1 is blindness/disease, not wiz since MA ring has that covered)
    Belt: Epic Belt of the Mroranon (currently using a str/fort crafted belt)
    Gloves: Tinker Gloves/Seven Fingered for scroll heal mode
    Bracers: Windhowler Bracers
    Boots: Supreme Tyrant Green Steel Weave Boots of Earth (earth to increase concentration)/Boots of Propulsion
    Ring 1: Epic Ring of Master Artificer
    Ring 2: CHA +6 of Greater Evocation Focus (large slotted)
    Weapon: Alchemical Admantine Heavy Repeater with T1 Earth Martial, T2 Air Mystical, T3 Air Martial

    Augments
    Greater False Life
    +2 Good Luck
    Exceptional INT
    Exceptional DEX
    Exceptional CON


    Epic Ultimate:
    Equipment
    Armor: Epic Docent of the Diabolist
    Eyes: Supreme Tyrant Green Steel Weave Goggles of Earth/Tinker Goggles
    Helm: Supreme Tyrant Green Steel Weave Helm of Existential Stalemate
    Neck: Epic Shaman's Beads
    Trinket: Epic Treasure Hunter's Spyglass - Tier 3
    Cloak: Epic Envenomed Cloak
    Belt: Epic Belt of the Mroranon
    Gloves: Epic Spectral Gloves/Tinker Gloves for doors/Seven Fingered for scroll heal mode
    Bracers: Windhowler Bracers
    Boots: Cannith Boots of Propulsion
    Ring 1: Epic Ring of Master Artificer
    Ring 2: TOD Wisdom ring with +1 CON or +1 DEX slotted with +2 DEX
    Weapon: Alchemical Admantine Heavy Repeater with T1 Earth Martial, T2 Air Mystical, T3 Fire Mystical

    Augments
    Greater False Life
    +2 Good Luck
    Exceptional Inteligence
    Exceptional DEX or CON depending on the ring

    Now as you can see, I have 4 augments, but 8 augment slots. I could potentially slot str/heavy fort/toughness into the slots freeing up the belt slot, making room for another epic, or a non-epic large slotted item (most likely crafted with Concentration or Balance). I'd lose +1 str from this change, but I see no issue with that. Obviously that's a LOT of tokens to farm to meet, and as such, the belt may be easier.

    There is flexibility to this setup, so obviously I would love some imput to improvement. The "Epic Ultimate" provides the following over my "Easy Ultimate":
    +3 higher DEX (which equates to +1 attack and reflex as the setup provides an odd ending value due to my +3 tome. If I had a +2/+4 tome, this then adds +2 attack and reflex.)
    +1 higher CON and STR. The +1 CON allows to save 4 AP points in the enhancements. The STR is more carry capacity.


    As it stands, you see the advantages are not major for a lot of work. It also involves different GS paths, which would be a lot of work to change. So suggestions to make the Epic Ultimate more "Ultimate"? Or do you find my "Easy Ultimate" to be quite good as it is?

  14. #14
    Community Member wax_on_wax_off's Avatar
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    This is the "ultimate" gear that I'm planning:

    Equipment:
    Goggles: Cannith Crafted +4 AB, LGA: +20 HP Goggles
    Neck: Gilvaenor's Necklace
    Trinket: Litany of the Dead
    Cloak: Wretched Twilight
    Belt: GS MinII HP Belt
    Head: GS Conc-opp SP Helmet
    Gloves: Epic Gloves of the Falcon
    Boots: Epic Rock Boots et al
    Bracers: Wind Howler Bracers
    Armor: Epic Diabolists Robe/Docent (toughness)
    Ring 1: Gilvaenor's Ring (+2 exceptional intelligence)
    Ring 2: Epic Stalker's Ring
    Rune Arm: Lucid Dreams (major kinetic lore)
    Weapons: LitII GS Repeater (Holy, Shock, +2 exceptional dexterity) et al
    Quiver: Quiver of Alacrity

    Slots: 3*Yellow, 3*White, 1*Blue
    For: Toughness, GFL et al
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  15. #15
    Community Member Cardtrick's Avatar
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    Quote Originally Posted by wax_on_wax_off View Post
    This is the "ultimate" gear that I'm planning:

    Equipment:
    Goggles: Cannith Crafted +4 AB, LGA: +20 HP Goggles
    Neck: Gilvaenor's Necklace
    Trinket: Litany of the Dead
    Cloak: Wretched Twilight
    Belt: GS MinII HP Belt
    Head: GS Conc-opp SP Helmet
    Gloves: Epic Gloves of the Falcon
    Boots: Epic Rock Boots et al
    Bracers: Wind Howler Bracers
    Armor: Epic Diabolists Robe/Docent (toughness)
    Ring 1: Gilvaenor's Ring (+2 exceptional intelligence)
    Ring 2: Epic Stalker's Ring
    Rune Arm: Lucid Dreams (major kinetic lore)
    Weapons: LitII GS Repeater (Holy, Shock, +2 exceptional dexterity) et al
    Quiver: Quiver of Alacrity

    Slots: 3*Yellow, 3*White, 1*Blue
    For: Toughness, GFL et al
    Does the Gilvaenor's ranged alacrity definitely work with repeaters? I seem to remember a thread, but I'm having trouble finding it, that implied it didn't work (or maybe worked only for the shots and not the reload?).

    If it does, I really like this loadout. No (greater) evocation focus is the only real flaw, but until/unless it gets changed to work with runearms, I agree that it's non-essential on an artificer. I imagine you plan to carry a swappable item for it anyway (bracelet of madness or crafted bracers).

    If not, I'd be tempted to condense the green steel to a conc-opp HP helm, wear a ring/belt TOD set, and free up the neck slot for a torc. Arti's are SP-starved . . .

    It's too bad Illusionist's Garb doesn't come in a docent form. An artificer is pretty much the only character type for whom it would actually be preferable to the Diabolist flavor as a source of +7 int.
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    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 DrawingGuy's Avatar
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    Comments in red in the quote.

    Quote Originally Posted by wax_on_wax_off View Post
    This is the "ultimate" gear that I'm planning:

    Equipment:
    Goggles: Cannith Crafted +4 AB, LGA: +20 HP Goggles - See my gloves comment. I see this used better with GS, Tharnes, or a concentration/balance item
    Neck: Gilvaenor's Necklace - Attack bonus doesn't stack with Attack +4. Seen forum posts saying alacrity doesn't stack, but would love to see otherwise. I see this as Torc, Epic beads, or Alchemist for SP savings.
    Trinket: Litany of the Dead - After I have a +4 tome, this will put me at odd INT. Still very useful, but the functionality of the Spyglass I see as surpassing this
    Cloak: Wretched Twilight - Most of the advantages of this duplicated on your Stalker ring, and better handled with an Epic Cloak of Night. The Cloak of Night is a serious contender if I don't need the slot for GS, any augment slots, and get my con elsewhere.
    Belt: GS MinII HP Belt - Slotting str/toughness/heavy fort makes this an option
    Head: GS Conc-opp SP Helmet - A viable place if I give up the Tinkers SP saving set... which is likely once I get epic beads or a torc
    Gloves: Epic Gloves of the Falcon - Why this over Epic Spectral? Spectrals give +7 dex AND +4 AB. This saves the need of AB goggles. I currently plan on spectrals replacing my Tinker gloves
    Boots: Epic Rock Boots - Only real use I see out of these is immunity to slippery surfaces, as a clicky + major lore rune arm is superior to the elemental stats. Grab guards are nice, but not sure as a replacement to a GS slot or the convenience of what Propulsion boots provide.
    Bracers: Wind Howler Bracers - Given. +2 attack, +1 damage, +sonic crits with no set bonus needed make these pretty much top
    Armor: Epic Diabolists Robe/Docent (toughness) - Given for top DC
    Ring 1: Gilvaenor's Ring (+2 exceptional intelligence) - I'd only take this over a TOD ring that has an ability stat that I need if Gilvaenor's alacrity actually works with xbows.
    Ring 2: Epic Stalker's RingI've considered this mainly for it's manslayer. But MA just is too much a must have for WF. And the other slot is needed for a TOD ring or Greater Evocation.
    Rune Arm: Lucid Dreams (major kinetic lore)
    Weapons: LitII GS Repeater (Holy, Shock, +2 exceptional dexterity) - Wish I thought of this before making my Lit II. However it's not worth remaking my LitII over
    Quiver: Quiver of Alacrity - No better quiver for standard use

    Slots: 3*Yellow, 3*White, 1*Blue
    For: Toughness, GFL et al
    I definitely like the input. As you can see, I don't agree with most of it, especially since I consider that it's missing the very important GEF, and requires heavy reliance on augment slotting for stats (as all stats are pretty important unless your Will saves suck so much you can ignore wisdom). Would love to hear your reasoning on equipment, and hopefully my comments help you on your gearing too. =d
    Last edited by DrawingGuy; 03-17-2012 at 12:17 AM.

  17. #17
    Community Member Cardtrick's Avatar
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    I disagree with some of your disagreements with Wax, although a lot does depend on how well the ranged alacrity works on an artificer.

    Quote Originally Posted by DrawingGuy View Post
    Cloak: Wretched Twilight - Most of the advantages of this duplicated on your Stalker ring, and better handled with an Epic Cloak of Night. The Cloak of Night is a serious contender if I don't need the slot for GS, any augment slots, and get my con elsewhere.
    Only the ghostly effect on the Wretched Twilight is duplicated on the Ring of the Stalker. The exceptional sneak attack on the Stalker ring stacks with the standard sneak attack from the Twilight, and the stealth strike is really nice.

    Quote Originally Posted by DrawingGuy View Post
    Gloves: Epic Gloves of the Falcon - Why this over Epic Spectral? Spectrals give +7 dex AND +4 AB. This saves the need of AB goggles. I currently plan on spectrals replacing my Tinker gloves
    Spectrals are great, but there's something to be said for always-on spot too. I see these two as basically interchangeable -- use whichever you can make first.

    Quote Originally Posted by DrawingGuy View Post
    Ring 2: Epic Stalker's Ring I've considered this mainly for it's manslayer. But MA just is too much a must have for WF. And the other slot is needed for a TOD ring or Greater Evocation.
    The ring of master artifice is not a must-have for anyone. The green slot is nice, and I guess it's useful to have as a swappable item for times when you can't use repair clickies, but it's really one of the weakest challenge items.

    Epic Ring of the Stalker, on the other hand, is awesome. If it gave you nothing except for +6 seeker on a ring slot, that would still be great. Everything else is just cake.

    Quote Originally Posted by DrawingGuy View Post
    Boots: Epic Rock Boots - Only real use I see out of these is immunity to slippery surfaces, as a clicky + major lore rune arm is superior to the elemental stats. Grab guards are nice, but not sure as a replacement to a GS slot or the convenience of what Propulsion boots provide.
    Boots are often a utility slot. Rock/spiked Boots on slippery surfaces, TOD boots for TOD, FOM boots when necessary (and if you're fortunate enough to pull them), Striding/Propulsion boots for movement. Because of this, many people don't like to slot green steel here, except possibly as a swappable SP item.

    For general use, though, I love the rock boots -- a lot of people forget that they have two extremely useful and fairly high proc-rate CC guards on them (stone prison and earthgrab). Their casting benefits aren't too important for an artificer (although superior acid lore I guess could be nice for glorious obscenity), but all the other bonuses are nice without being crippling when you need to remove them for TOD.

    Quote Originally Posted by DrawingGuy View Post
    Trinket: Litany of the Dead - After I have a +4 tome, this will put me at odd INT. Still very useful, but the functionality of the Spyglass I see as surpassing this
    Unless you actually have one stored away, I wouldn't base anything on having a +4 tome. Then again, I probably wouldn't base anything on pulling a Litany, either . . .

    I love the spyglass, but it's largely a convenience item. If you're honestly trying for an ultimate gearset, you can't go wrong with a stacking +1 to all stats. Everything on the spyglass can be replicated in other ways.
    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.

  18. #18
    Community Member wax_on_wax_off's Avatar
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    Quote Originally Posted by DrawingGuy View Post
    Comments in red in the quote.



    I definitely like the input. As you can see, I don't agree with most of it, especially since I consider that it's missing the very important GEF, and requires heavy reliance on augment slotting for stats (as all stats are pretty important unless your Will saves suck so much you can ignore wisdom). Would love to hear your reasoning on equipment, and hopefully my comments help you on your gearing too. =d
    Quite a few of the choices here are due to easy overlapping with AA lives and not wanting to regrind just for artificer gear.

    • I've read that the Gilvaenor's set works and is the only thing that stacks with haste but like all ranged alacrity bonuses (haste, haste boost etc) it only provides about 50% of the benefit as it only speeds up the firing portion of the attack. If these assumptions are correct than it makes it best in slot, imo (shintao set if the assumptions are incorrect).
    • GEF is nice but it doesn't work on rune arms so would not seem necessary when you can swap it in if needed (but I'm not convinced that it is except vs epic evasion trash).
    • Goggles are there for the LGA as well as the AB, they can have a +6 stat of choice slotted on them as well. Once I decide that I want the LGA HP it is a question of where to put it, I'd prefer to keep cloak free to swap in epic envenomed if desired, +6 stat of attack +4 seems like good consolidation.
    • With +4 AB on the goggles spectrals aren't needed as much, then the clear slot and +15 spot on the gloves of the falcon actually becomes handy.
    • Wretched Twilight is there only for the backstab property, it's quite difficult to slot elsewhere (though it could go on goggles).
    • LotD is still best in slot even if it puts you at an odd int, I'll definitely slot +2 exceptional int on the ToD ring making spyglass close to irrelevant.
    • Rock Boots are just an option if none of the other frequent contenders for that spot aren't being used at the time like Anchoring Boots or anything else. In my case I'll actually have GS Conc-opp SP item here as I'll have the Epic Chimera's Crown on helm slot for +20 HP (as the character in question is a gimp crafting toon).
    • For the Epic Ring of the Stalker it's +6 seeker which I don't see you slotting anywhere else (which is 2.4 damage/shot vs 0 fort mobs), +5 exceptional sneak attack damage (unique) and 2 slots. Fleshy Artificer so no need for MA ring so this is nice bonus DPS (that tin cans probably miss out on).


    None of the suggestions that you've made actually increase raid DPS and some actually decrease it. Questing gear setup will probably include a GEF item for blade barrier and CC.
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  19. #19
    Community Member wax_on_wax_off's Avatar
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    Quote Originally Posted by Cardtrick View Post
    ...snip...
    Ninja'd and explained better than I did myself, thanks for remembering some of the points that I'd thought of when I came up with the gear set.
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  20. #20
    Community Member voodoogroves's Avatar
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    (1) In your "easy" gear, why not use a non-epic Moron belt? You're WF, right? Missing slots, but gets you everything you need.

    (2) If you have the slots covered, I actually made some T2 spyglasses in addition to T3s during the last go round because then the UMD would stack with an Epic Big Top; that's my swapping plan but mostly because I'm not keen on Titan. I also don't keep it in all the time - just a search / UMD swap.

    (3) Did you bother unlocking the Alchemist set? I'm actually using it on an AA and it's nice ... but as a transition item, I'm not sure the unlocking is worthwhile. I suppose the always-on SP reduction benefits would be nice for an arti; i'll have to consider that when mine gets closer. (he's a multi-TR and I'm doing every quest, essentially in order ... and leveling other guys / TRs so his journey back to 20 is going to take a while)

    (4) Ring of the stalker is hotness. Exceptional Sneak, Seeker, Ghostly AND two slots??

    (5) I only have the Ring of Master Artifice on my WF FVS for when I'm running around solo mostly, esp. challenges or farming Cannith rares for items where I'm getting plinked constantly. Lifeshield on the docent, Levik's and that ring do an amusing job of trivializing low damage amounts. Also helps when Torcing to space out heals a bit, but I wouldn't wear it constantly. I've not even upgraded mine past T1, as that's max heal benefit anyway.

    (6) I'm leveling using acid, and will be acid/force until I eventually pull a Toven's. I started w/o a greensteel repeater (don't ask) and I'm considering staying acid almost just to run Abbot until I get when I want.
    Ghallanda - now with fewer alts and more ghostbane

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