The Divine Cuisinart: khopesh wielding pure tempest in divine crusader/Hassan's Assassin: 77 DC/dps/survivability focused halfling assassin/The Count of Monte Cristo: dps/CC/survivability focused pure swashbuckler/Dubbell O'Seven: casting/ranged focused WF artificer
Abandoned builds: Totally Bass Ackwards/Santa's Little Slayer
if you're going to make a draconic incarnation artificer (which i don't consider a bad idea overall), my recommendation is to go force and lightning. electric is not quite the powerhouse it was before, but it's not bad at all. and it means you can use toven's hammer for AOE and lucid dreams for single target.
shadowdancer for sa dmg and evasion and all that, or a mix of draconic and magister for maximum rune arm/dc dmg.
If I remember right I believe acid is the top dmg element except in a few instances using corruption of nature epic arm. Seems to be stuff immune to lightning, plus then you have the oh so much fun evade word popping all over the damn place.
I'd go for force and acid.
You could go for shirardi, but your spells, and more important your rune arm are going to trump any repeater, even with the decent line, not the rainbow one from shirardi going. I think i'd actually probably choose shadow over shir if I were looking to pursue that route.
Through avarice, evil smiles; through insanity, it sings.
Mine is Force and Acid and he's definitely fun in Draconic. Less so in Magister, etc. I haven't bridged him all the way to Shiradi yet.
Ghallanda - now with fewer alts and more ghostbane
100 spellpower (from force); 16% crit chance (from fire); 2.25x crit damage (from fire) [or 2.5xcrit damage from force, if you spend 7/6/6].
In other words, the engine does a pick and mix for all 3 elements (spellpower, crit chance, crit damage) separately, and superior lore on its own is a huge boost to crit chance and crit damage that is unlikely to be slotted in for kinetic on most arti builds.
In terms of optimising ap spend and effectiveness, 7/1/1 force + 1/1/1 fire backed up by sup. fire lore slotted in somewhere would actually beat out 7/6/6 spent on force if you only have arcane lore, and would be marginally behind if you had greater arcane lore. I'm assuming here that you wouldn't slot major kinetic lore as this doesn't affect blade barriers. However, as a disclaimer, I wouldn't bother putting points into fire because there is no other practical synergy with arti spells. As a left field thought though, you could slot in superior sonic lore via the blasting chime; this uses elec enhancements, and therefore you'd get enhanced crit profiles on prismatic strike (but not tac det, as that one only uses fire and force).
The choice to go 7/6/6 force is solely dependent on how much you use blade barrier. If it is an arti's main spell being thrown around, then max force investment makes sense. Otherwise, the arti is far better served by investing in other lines. Blast rod in particular is an underappreciated nuke - it has a nice cone-like area of effect that extends quite a long way out, and even if not maximised, will still hit for 200 non-crit (450ish crit) for only 15sp. Its a good follow up to tac det, and can be spammed on a 3 second cool down (with tovens supplying further AoE every 6 seconds to the mobs you've just stunned), along with IPS fueled multi-strikes with your repeater. In other words, if you're willing to burn sp, you can increase burst damage significantly and safely (as the mobs are locked down by tac det whilst you're doing so).
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