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  1. #1
    Community Member Gvexo's Avatar
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    Default My Warforged/Artificer build, solid or weak?

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    Character Plan by DDO Character Planner Version 03.14.02
    DDO Character Planner Home Page
    
    Gvex 
    Level 20 True Neutral Warforged Male
    (20 Artificer) 
    Hit Points: 252
    Spell Points: 1282 
    BAB: 15\15\20\25\25
    Fortitude: 9
    Reflex: 12
    Will: 10
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength              8                  8                    8
    Dexterity            18                 22                   22
    Constitution         16                 16                   17
    Intelligence         16                 16                   16
    Wisdom                6                  6                    6
    Charisma              6                  6                    6
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               4                  6                    7
    Bluff                -2                 -2                   -1
    Concentration         7                 26                   27
    Diplomacy            -2                 -2                   -1
    Disable Device        7                 26                   27
    Haggle               -2                 -2                   -1
    Heal                 -2                 -2                   -1
    Hide                  4                  6                    7
    Intimidate           -2                 -2                   -1
    Jump                  0.5               10                   11
    Listen               -2                 -2                   -1
    Move Silently         4                  6                    7
    Open Lock             8                 29                   30
    Perform              n/a               n/a                   n/a
    Repair                3                  3                    4
    Search                7                 26                   27
    Spot                  2                 21                   22
    Swim                 -1                 -1                    0
    Tumble                4.5                6.5                  7.5
    Use Magic Device      2                 21                   22
    
    Level 1 (Artificer)
    Skill: Concentration (+4)
    Skill: Disable Device (+4)
    Skill: Jump (+1.5)
    Skill: Open Lock (+4)
    Skill: Search (+4)
    Skill: Spot (+4)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+4)
    Feat: (Selected) Toughness
    Feat: (Automatic) Artificer Construct Mastery
    Feat: (Automatic) Artificer Knowledge: Scrolls
    Feat: (Automatic) Attack
    Feat: (Automatic) Composite Plating
    Feat: (Automatic) Exotic Weapon Proficiency: Great Crossbow
    Feat: (Automatic) Exotic Weapon Proficiency: Repeating Heavy Crossbow
    Feat: (Automatic) Exotic Weapon Proficiency: Repeating Light Crossbow
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Inscribe Artificer Scroll
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Light Fortification
    Feat: (Automatic) Magical Training
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Rapid Reload
    Feat: (Automatic) Revive Iron Defender
    Feat: (Automatic) Simple Weapon Proficiency
    Feat: (Automatic) Sneak
    Feat: (Automatic) Trapfinding
    Feat: (Automatic) Unleash Iron Defender
    Feat: (Automatic) Warforged Traits
    Spell (1): Enchant Weapons
    Spell (1): Enchant Armor
    Spell (1): Conjure Bolts
    Spell (1): Repair Light Damage
    Spell (1): Shield of Faith
    
    
    Level 2 (Artificer)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Jump (+0.5)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Automatic) Artificer Craft Mastery
    Feat: (Automatic) Artificer Knowledge: Potions
    Feat: (Automatic) Artificer Rune Arm Use
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    Spell (1): Grease
    
    
    Level 3 (Artificer)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Jump (+0.5)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Augment Summoning
    Feat: (Automatic) Artificer Knowledge: Wands
    Spell (2): Repair Moderate Damage
    Enhancement: Artificer Crossbow Damage I
    Enhancement: Uncaring Master
    Enhancement: Racial Toughness I
    Enhancement: Repair Manipulation I
    Enhancement: Repair Manipulation II
    Enhancement: Artificer Energy of Creation I
    Enhancement: Warforged Constitution I
    Enhancement: Warforged Healer's Friend I
    
    
    Level 4 (Artificer)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Jump (+0.5)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Artificer Bonus) Point Blank Shot
    Feat: (Automatic) Archer's Focus
    Feat: (Automatic) Trapmaking
    Spell (2): Cat's Grace
    Enhancement: Artificer Improved Rune Arm Use I
    Enhancement: Artificer Rune Arm Overcharge I
    Enhancement: Flame Manipulation I
    
    
    Level 5 (Artificer)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Jump (+0.5)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Automatic) Artificer Knowledge: Arms and Armor
    Feat: (Automatic) Retain Essence
    Spell (2): Elemental Weapons
    Enhancement: Combustive Spellcasting I
    Enhancement: Deadly Flame I
    Enhancement: Flame Manipulation II
    Enhancement: Flame Manipulation III
    
    
    Level 6 (Artificer)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Jump (+0.5)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Rapid Shot
    Spell (3): Flame Turret
    Enhancement: Racial Toughness II
    
    
    Level 7 (Artificer)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Jump (+0.5)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Automatic) Artificer Knowledge (ALL)
    Spell (3): Positive Energy Infusion
    Enhancement: Artificer Crossbow Damage II
    Enhancement: Artificer Improved Rune Arm Use II
    Enhancement: Combustive Spellcasting II
    Enhancement: Deadly Flame II
    
    
    Level 8 (Artificer)
    Ability Raise: DEX
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Jump (+0.5)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Artificer Bonus) Extend Spell
    Spell (3): Repair Serious Damage
    Enhancement: Combustive Spellcasting III
    Enhancement: Flame Manipulation IV
    Enhancement: Repair Manipulation III
    Enhancement: Repair Manipulation IV
    
    
    Level 9 (Artificer)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Jump (+0.5)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Precise Shot
    Spell (4): Thundering Armor
    
    
    Level 10 (Artificer)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Jump (+0.5)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Spell (4): Armor of Speed
    Enhancement: Deadly Flame III
    Enhancement: Flame Manipulation V
    Enhancement: Repair Manipulation V
    Enhancement: Warforged Healer's Friend II
    
    
    Level 11 (Artificer)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Jump (+0.5)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Spell (4): Cold Iron Weapons
    Enhancement: Combustive Spellcasting IV
    Enhancement: Flame Manipulation VI
    Enhancement: Repair Manipulation VI
    Enhancement: Artificer Energy of Creation II
    
    
    Level 12 (Artificer)
    Ability Raise: DEX
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Jump (+0.5)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Artificer Bonus) Improved Critical: Ranged Weapons
    Feat: (Selected) Mental Toughness
    Spell (5): Prismatic Stike
    Enhancement: Artificer Damage Boost I
    Enhancement: Artificer Damage Boost II
    Enhancement: Deadly Flame IV
    
    
    Level 13 (Artificer)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Jump (+0.5)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Automatic) Skill Mastery
    Spell (5): Planar Weapons
    Enhancement: Flame Manipulation VII
    Enhancement: Repair Manipulation VII
    
    
    Level 14 (Artificer)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Jump (+0.5)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Spell (5): Silver Weapons
    Enhancement: Artificer Improved Rune Arm Use III
    
    
    Level 15 (Artificer)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Jump (+0.5)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Improved Precise Shot
    Spell (6): Blade Barrier
    Enhancement: Artificer Damage Boost III
    Enhancement: Artificer Improved Rune Arm Use IV
    
    
    Level 16 (Artificer)
    Ability Raise: DEX
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Jump (+0.5)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Artificer Bonus) Maximize Spell
    Spell (6): Tactical Detonation
    Enhancement: Combustive Spellcasting V
    Enhancement: Deadly Flame V
    
    
    Level 17 (Artificer)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Jump (+0.5)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Spell (6): Deadly Weapons
    
    
    Level 18 (Artificer)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Jump (+0.5)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Quicken Spell
    Spell (6): Deconstruct
    
    
    Level 19 (Artificer)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Jump (+0.5)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Spell (5): Radiant Forcefield
    
    
    Level 20 (Artificer)
    Ability Raise: DEX
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Jump (+0.5)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Artificer Bonus) Improved Mental Toughness
    Spell (6): Inflict Critical Damage, Mass
    Enhancement: Artificer Rune Arm Overcharge II
    Enhancement: Racial Toughness III
    Enhancement: Combustive Spellcasting VI
    Enhancement: Deadly Flame VI
    Enhancement: Artificer Energy of Creation III
    Enhancement: Warforged Healer's Friend III
    I just made this build on the character planner, spent hours working on a build but I can never seem to get it right, I need a strong solo ability Artificer/Warforge 32 point build as I solo almost 70% - 80% of my time, what do you guys think of this?
    Last edited by Gvexo; 09-23-2012 at 11:05 AM.

  2. #2
    Community Member Chaoscheerio's Avatar
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    Default

    Couple things I'm noticing here from my experience playing an artificer(though I play human instead of warforged)

    18 Dex and 16 Intelligence seem a little backwards to me. If you have access to(able to buy, or currently have) a +2 Dexterity tome, then all you will need is actually 16 Dexterity which allows you to put Intelligence at 18. Putting one level up into Dexterity keeps your Intelligence at an even number when you reach 20 and the bonus to intelligence is going to benefit you a lot more than a bonus to dexterity.
    Edit: Also, you should ALWAYS put your level up points into Intelligence. Going off of a 17 Dex with a +2 Dexterity tome; I have never had any trouble hitting anything even when my artificer when doing epics. Putting points into Intelligence will both increase your spells' DCs, and increase your crossbow damage(assuming you're using Insightful Damage, which you always should be)

    I think your feat selection is a tad bit odd. You only take Quicken at level 18, when you're most likely going to want it around level 12-ish when your Concentration isn't always enough to cast repairs when enemies are bugging you.
    I believe that Extend Spell is a wasted feat. There are not a lot of Artificer spells that really NEED extending, most of them have a decently long duration in the first place. I would suggest using that feat slot to get Quicken earlier, and using the freed up feat slot at 18 for Empower Spell. Maximized and Empowered Blade Barriers are an incredibly useful part of being an Artificer and I would not suggest giving that up.
    While I'm a little iffy on the usefulness of Mental Toughness, you have stated you solo quite a bit and I can see how bonus SP would benefit you.
    Enhancement wise... This is where I feel you really fall flat. Artificers don't get many fire spells and the Fire rune arms are largely situational, so all the AP spent on boosting fire damage is going to do next to nothing for you(Flame Turret is a summon, not an offensive spell). I would suggest instead of fire, go for Force damage as this increases your Blade Barriers and Tactical Detonation. Artificers get access to the strongest Blade Barrier in the game, use it!
    I also noticed you didn't take your Capstone while going pure 20. The capstone is surprisingly useful and allows you to cast spells from clickies at the same level as a level 20 caster.

    I would say in general this looks solid, you at least know what are the absolute requirements to be a useful Artificer. I didn't take a look at spell selection or skills since I assume you're getting the basics(Max trap skills, buffs, and offense.) and spells are easy to switch out for an Arti.
    These are just my three cents, and I hope they help
    Last edited by Chaoscheerio; 09-23-2012 at 05:34 PM.
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  3. #3
    Community Member
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    Default spell selection

    since chaos did not comment on spell selection I will. I'm not a fan of Grease first off. I think enchant weapons or enchant armor would be more helpful esp if you solo. Don't take the repair spells at level ups inscribe them because they automatically add to your spell book and give you basically an extra slot for something else you will have to inscribe anyway this also includes the inflict damage spells(reconstruct and deconstruct do not count though). you can get a lot of scrolls at the artificer spell vendor in House C next to the trainer. I go higher int then dex on my artificer for more dc's and use of the insightful spells at level 2 and 3 which instead use your int modifier instead of dex for either to hit or damage(i prefer damage). Cold iron weapons is hardly ever needed very very situational. I find adamantine weapons more useful. I personally go the lightning and force root because almost every level there is a lightning spell to use but that is more of a flavor thing but the only 2 spells that really gain are tactical detonation(still uses force) and flame turret. Cat's grace only useful for a few levels because +4 items are available at level 7 or level 5 if you craft. Positive energy infusion has no use if you solo and artificers aren't the highest in hitpoints unless you specifically build it like that. well that is my two cents. Reinforce construct would give you extra hitpoints btw

    Wagga

  4. #4
    Build Constructionist unbongwah's Avatar
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    I posted my WF arty's feat list here. Base stats & lvl-ups depend on what tomes you have; goal is to hit base DEX 21 for Combat Archery with remaining pts going into INT (w/out dump-stating CON natch ).

  5. #5
    Community Member Oxarhamar's Avatar
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    Quote Originally Posted by Nikospade View Post
    since chaos did not comment on spell selection I will. I'm not a fan of Grease first off. I think enchant weapons or enchant armor would be more helpful esp if you solo. Don't take the repair spells at level ups inscribe them because they automatically add to your spell book and give you basically an extra slot for something else you will have to inscribe anyway this also includes the inflict damage spells(reconstruct and deconstruct do not count though). you can get a lot of scrolls at the artificer spell vendor in House C next to the trainer. I go higher int then dex on my artificer for more dc's and use of the insightful spells at level 2 and 3 which instead use your int modifier instead of dex for either to hit or damage(i prefer damage). Cold iron weapons is hardly ever needed very very situational. I find adamantine weapons more useful. I personally go the lightning and force root because almost every level there is a lightning spell to use but that is more of a flavor thing but the only 2 spells that really gain are tactical detonation(still uses force) and flame turret. Cat's grace only useful for a few levels because +4 items are available at level 7 or level 5 if you craft. Positive energy infusion has no use if you solo and artificers aren't the highest in hitpoints unless you specifically build it like that. well that is my two cents. Reinforce construct would give you extra hitpoints btw

    Wagga

    just my 2 cents but Grease is an amazing spell for soloing. Its a great crowd control spell. Send your iron defender to open a door that has mobs behind it and grease the door then just lay down heavy fire with your x-bow and win if the grease is still there when all the mobs are dead then just toss on your featherfall item to jump over the puddle.

    got some mobs chasing you? kite backwards and drop a grease at your feet then just focus on the mobs that get past the grease.

    sure with a party grease can be almost impossible to use without catching grief but solo it it great for an Arti.

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