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  1. #1
    Community Member Grayvin's Avatar
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    Post Need help with Warforged Artificer build.

    I've looked at a few builds on the forums and decided to made my own, but now I have questions about it's sufficiency at level 20. I was wondering if the feats and enhancements are good for a self sufficient ranged caster/marksman. I want the build to do good DPS with spells/rune arms and crossbows, and be self-sufficient with high UMD and repair spells. I'd really appreciate any feedback on how to do that and suggestions on how to make the build better!




    Code:
    Character Plan by DDO Character Planner Version 03.12.01
    DDO Character Planner Home Page
    
    Riveck Shearbolt
    Level 20 True Neutral Warforged Male
    (20 Artificer) 
    Hit Points: 232
    Spell Points: 1447 
    BAB: 15\15\20\25\25
    Fortitude: 9
    Reflex: 10
    Will: 11
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength              8                 10                   10
    Dexterity            16                 19                   19
    Constitution         14                 16                   16
    Intelligence         18                 24                   27
    Wisdom                6                  8                    8
    Charisma              8                 10                   10
    
    Tomes Used
    +2 Tome of Strength used at level 7
    +2 Tome of Dexterity used at level 7
    +2 Tome of Constitution used at level 7
    +2 Tome of Intelligence used at level 7
    +2 Tome of Wisdom used at level 7
    +2 Tome of Charisma used at level 7
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               3                  4                    5
    Bluff                -1                  0                    1
    Concentration         6                 26                   27
    Diplomacy            -1                  0                    1
    Disable Device        8                 31                   32
    Haggle                3                 23                   24
    Heal                 -2                 -1                    0
    Hide                  3                  4                    5
    Intimidate           -1                  0                    1
    Jump                 -1                  0                    1
    Listen               -2                 -1                    0
    Move Silently         3                  4                    5
    Open Lock             7                 27                   28
    Perform              n/a                n/a                   n/a
    Repair                8                 31                   32
    Search                8                 31                   32
    Spot                  2                 22                   23
    Swim                 -1                  0                    1
    Tumble                n/a               15.5                 16.5
    Use Magic Device      3                 23                   28
    
    Level 1 (Artificer)
    Feat: (Selected) Mental Toughness
    
    
    Level 2 (Artificer)
    
    
    Level 3 (Artificer)
    Feat: (Selected) Toughness
    
    
    Level 4 (Artificer)
    Ability Raise: DEX
    Feat: (Artificer Bonus) Augment Summoning
    
    
    Level 5 (Artificer)
    
    
    Level 6 (Artificer)
    Feat: (Selected) Point Blank Shot
    
    
    Level 7 (Artificer)
    
    
    Level 8 (Artificer)
    Ability Raise: INT
    Feat: (Artificer Bonus) Precise Shot
    
    
    Level 9 (Artificer)
    Feat: (Selected) Improved Mental Toughness
    
    
    Level 10 (Artificer)
    
    
    Level 11 (Artificer)
    
    
    Level 12 (Artificer)
    Ability Raise: INT
    Feat: (Artificer Bonus) Rapid Shot
    Feat: (Selected) Spell Focus: Evocation
    
    
    Level 13 (Artificer)
    
    
    Level 14 (Artificer)
    
    
    Level 15 (Artificer)
    Feat: (Selected) Greater Spell Focus: Evocation
    
    
    Level 16 (Artificer)
    Ability Raise: INT
    Feat: (Artificer Bonus) Improved Precise Shot
    
    
    Level 17 (Artificer)
    
    
    Level 18 (Artificer)
    Feat: (Selected) Improved Critical: Ranged Weapons
    
    
    Level 19 (Artificer)
    
    
    Level 20 (Artificer)
    Ability Raise: INT
    Feat: (Artificer Bonus) Maximize Spell
    Enhancement: Artificer Damage Boost I
    Enhancement: Artificer Damage Boost II
    Enhancement: Artificer Skill Boost I
    Enhancement: Artificer Skill Boost II
    Enhancement: Artificer Skill Boost III
    Enhancement: Artificer Crossbow Attack I
    Enhancement: Artificer Crossbow Damage I
    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: Uncaring Master
    Enhancement: Arcane Empowerment
    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: Repair Manipulation II
    Enhancement: Repair Manipulation III
    Enhancement: Repair Manipulation IV
    Enhancement: Repair Manipulation V
    Enhancement: Repair Manipulation VI
    Enhancement: Repair Manipulation VII
    Enhancement: Artificer Energy of Creation I
    Enhancement: Artificer Energy of Creation II
    Enhancement: Artificer Energy of Creation III
    Enhancement: Artificer Energy of Creation IV
    Enhancement: Artificer Intelligence I
    Enhancement: Artificer Intelligence II
    Enhancement: Artificer Intelligence III
    Enhancement: Warforged Inscribed Armor I

  2. #2
    Community Member voodoogroves's Avatar
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    You don't need Mental Toughness / Improved Mental Toughness


    Feat-wise ... I think key to a xbow build are ....
    - Rapid Shot
    - Rapid Reload
    - Point Blank
    - Precise
    - Improved Precise
    - Improved Crit (ranged)

    Then key metamagics ....
    - Empower
    - Maximize
    - Quicken

    The baseline ....
    - Toughness


    Gravy ....
    - Augment Summoning
    - Insightful Reflexes
    - Extend
    - Spell Focus / Greater Spell Focus


    For enhancements - I'm not sure I'd spend a lot of points on Improved UMD. I'd probably spec a second element too; Electricity if you had a Toven's Hammer - in the meantime Acid/Force can do pretty darn well. I'd not put as much into Repair manipulation - just a point or two.

    Does that make sense?
    Ghallanda - now with fewer alts and more ghostbane

  3. #3
    Community Member
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    mental and improved mental toughness are not needed. You have maximize, but you will want empower as well for blade barriers. Throw in quicken spell as well. I doubt you will need skill boost 3, i very rarely use my human skill boost on my arti. Perhaps ditch the energy of creation line (never needed those on mine) and get the wand and scroll mastery line. You went for umd, so might as well boost the things you will be using that on. Carry some repair wands to save your sp, rez scrolls, maybe a few cure wands for if the healer gets knocked out. You might move 2 points from charisma to str, arties tend to carry a lot of gear, enough to slow you down early on. May not matter much once you get a +6 str item and ship buffs.

  4. #4
    Community Member Grayvin's Avatar
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    Thanks a lot for the quick and detailed replies you two, the advice really helped with some things that were stumping me.

  5. #5
    Community Member andreascott89's Avatar
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    Quote Originally Posted by smeggy1384 View Post
    i very rarely use my human skill boost on my arti.
    The human skill boost gives access to human damage boost which, unlike artificer damage boost, is on a different timer than fusilade.

    Human damage boost allows you to add to your burst dps from fusilade. For me fusilade dps is some of the most important dps (boss / crisis dps). I made it high priority to have human damage boost.

    J

  6. #6
    Community Member andreascott89's Avatar
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    Quote Originally Posted by voodoogroves View Post
    You don't need Mental Toughness / Improved Mental Toughness


    Gravy ....
    - Augment Summoning
    - Insightful Reflexes
    - Extend
    - Spell Focus / Greater Spell Focus

    Agree with all your key feats. Would add the following to the "Gravy"

    -Augment summoning
    Good feat early in levels because it makes your dog much stronger early and gives your flame turret more staying power early. Less important feat at higher levels

    -Insightful reflexes
    Making reflex saves becomes more important in later levels. Consider this towards the end.

    -Extend
    Only potentially useful at the beginning. After the first few levels, buffs last long enough. This is actually the only one that probably wouldn't even make my "gravy" list.

    -Spell focus / Greater Spell focus
    Again, kind of weak early when you don't use runearm too much and not much resists the runearm. Later, runearm is a majority of your dps. Since these feats improve rune arm DC, they directly help rune arm dps (+3% dps for each one IIRC).

    You may want to take some gravy early and then swap out to different gravy later

    J

  7. #7
    Community Member
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    Quote Originally Posted by andreascott89 View Post
    The human skill boost gives access to human damage boost which, unlike artificer damage boost, is on a different timer than fusilade.

    Human damage boost allows you to add to your burst dps from fusilade. For me fusilade dps is some of the most important dps (boss / crisis dps). I made it high priority to have human damage boost.

    J
    Yes indeed.. The point was not needing skill boost 3, there were a few times i needed a bit of search, skill boost 1 from human vers (+2 skill) was more than enough. Having better gear would have covered that, and seeing as this is a warforged the skill boosts would use up fusilade uses. Spend those APs somewhere more useful, as much to damage crit and such for force. Get some nice rune arm damage with those and the 5th tier one.

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