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Thread: Little lost

  1. #1
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    Default Little lost

    Well long story short was talked into giving DDO another shot, have a lv12 Khopesh Fighter (Think TWF exotic master can not find or recall my build) and no clue what im doing or how to play the game anymore. So pretty much im just going to start over and relearn everything.

    Been trying to find a Artificer build that i could understand but most seem to have a lot of tome investment or past life req or are WF (Which i understand are a strong race for the class but just can not play them). Seeing as how i have none of that and my understanding of the game is next to none atm it leaves me kinda lost.

    If anyone could be so nice to point me in a way or assist me i would be very grateful, so just to reiterate i have 0 past life's or access to tomes readily (May change as i go or friends help me obtain some) would also really prefer to not be a WF as i visually can not bring myself to play one.

  2. #2
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    I don't think that you need past lives at all, but tomes help to get a maxed out Int while hitting a Dex of 19 for Improved Precise Shot w/o dumping Con. If you're willing to short yourself on either Dex or Int a little you should be fine. If I were I'd decide if you were wanting wanting ranged damage focus (IPS is the bomb) or a caster focus. I have a ranged focus that I really enjoy playing and I'm working on a caster focused arty atm.

    WF is a solid race anymore for any arcanes....self heals are awesome..but if you don't like WF then I'd suggest human for the extra feat to grab Construct Essence..IF you want self heals. IF you don't mind scroll healing then Half Elf would be solid with a dilettante.

  3. #3
    Community Member PolarisNC's Avatar
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    Welcome Back!

    I'd recommend WOWO's Einstein Build. I've leveled one to the mid-range so far and it rocks. If you don't want the Dragonmarks you might consider getting Shot On the Run, since you will be kiting a fair amount if you run solo. On the other hand, since you're starting from scratch, crafting can help fill out whatever gear you can't find/afford on the AH, and the Dragonmarks give you bonuses there.

    Good Luck!

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    Definitely check through the builds by wax on wax off, and don't write one off just because it uses tomes, the +2s are fairly common anymore (if you mention your server you may even get a full set for free) and an upgrade item can now drop to turn those into +3s.

    I did 3 lives as a human arti, first one i went with construct essence feat for the 50% repairs. It wasn't really worth it without heavily investing in the repair enhances. The next two i skipped that and went with UMD and wands for my healing when i wasn't using a hire.

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    On a basic artificer, I would go human or drow. Start with Dex 16 (17 on drow), Int 18 (even on drow), dump the rest on Con. Now take a heavy repeater and get used with using it as your main weapon (if your previous experience was with a melee character, this may take a while).

    Feats to take: Augment Summon at level 1 (dog IS awesome at level 1, and it helps with Flame Turret while it is useful), Point Blank Shot, Precise Shot, Rapid Shot, Skill Focus UMD (around level 6~8, trade it off later), Toughness, Improved Critical: Ranged, Maximize Spell, Spell Focus: Evocation.

    If you get a tome to raise your Dex to 19, add Improved Precise Shot on the list (At level 15 or 16, you should use it only with Blade Barriers and Tactical Detonation). If you see yourself not using your dog anymore, switch Augment Summon for Spell Focus Evocation (And take Greater Spell Focus later). The other 2 feats you can play with whatever you like. I DO NOT recomend you to take Construct Essence, since you can UMD Heal Scrolls very early.

    All level up on Int.

    Artificer is the only class I recomend people to try out drow. The boost to Int and Dex helps while spreading the points around, and the race don't have many racial enhancements, which is good at this class (tons of useful class enhancements).

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    Truth be told i was really hoping for a Drow or Half-ling centered build. Always liked the dark elf's from my time in EQ/EQ2 and so on.

    Ill look through what everyone has suggested so far, thank you very much for your help. Not use to it coming from the game i have been playing... well outside of my own class forums.

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    Ok so i found a build with regards to everyones input so far,
    http://forums.ddo.com/showthread.php?t=350289
    Useing Unbongwah's suggestion

    Are there any spells that are a must get? So far i just took ones i understood what they did and or felt be helpful at the time.

  8. #8
    The Hatchery CThruTheEgo's Avatar
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    A couple of comments about unbongwah's build from that link. Don't bother with heighten. It is worth using on only one single arti spell, prismatic strike, and it only adds one DC to it. Since that spell targets all three saves, it is unnecessary to raise the DC by one because at least one of them will land. Take spell focus evocation instead.

    Construct essence is pretty weak and you should be fine using scrolls. Play around with it if you want, but I would eventually swap it out for gr spell focus evo (or spell focus evo if you dont yet have that).

    Regarding spell selection, here is a link to a spell list organized by their function:

    http://forums.ddo.com/showpost.php?p...02&postcount=2
    Totally Bass Ackwards ~ int based/heavy armored pure tempest<>The Count of Monte Cristo ~ dps/CC/survivability focused pure swashbuckler<>Santa's Little Slayer ~ dragonmarked elf centered kensai<>Hassan's Assassin ~ 76 DC/dps/survivability focused human assassin<>Dubbell O'Seven ~ casting/ranged WF artificer

  9. #9
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by MastaGigs View Post
    http://forums.ddo.com/showthread.php?t=350289
    Useing Unbongwah's suggestion
    There've been quite a few changes to DDO since that build was posted; base stats are still fine, I'd say, but I'd tweak the feat & enh list quite a bit.
    Are there any spells that are a must get? So far i just took ones i understood what they did and or felt be helpful at the time.
    Like wizards, arties can inscribe scrolls, so they can have every arty spell in their spellbook. Use your level-up picks to grab spells which are expensive or not purchasable; use this list to find out what are the rare scrolls. EDIT: one trick is to inscribe every spell you can before leveling, then use your lvl-up picks to fill in the gaps.

    Here's an updated drow arty build:
    Code:
    Character Plan by DDO Character Planner Version 03.14.02
    DDO Character Planner Home Page
    
    Level 20 True Neutral Drow Female
    (20 Artificer) 
    Hit Points: 252
    Spell Points: 1157 
    BAB: 15\15\20\25\25
    Fortitude: 9
    Reflex: 11
    Will: 11
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength              8                     8
    Dexterity            17                    21
    Constitution         14                    16
    Intelligence         18                    27
    Wisdom                8                     8
    Charisma             10                    10
    
    Tomes Used
    +2 Tome of Dexterity used at level 7
    +2 Tome of Constitution used at level 7
    +2 Tome of Intelligence used at level 7
    +3 Tome of Dexterity used at level 20
    
    Level 1 (Artificer)
    Feat: (Selected) Point Blank Shot
    
    
    Level 2 (Artificer)
    
    
    Level 3 (Artificer)
    Feat: (Selected) Toughness
    
    
    Level 4 (Artificer)
    Ability Raise: INT
    Feat: (Artificer Bonus) Construct Essence (swap for Rapid Shot later)
    
    
    Level 5 (Artificer)
    
    
    Level 6 (Artificer)
    Feat: (Selected) Precision
    
    
    Level 7 (Artificer)
    
    
    Level 8 (Artificer)
    Ability Raise: INT
    Feat: (Artificer Bonus) Precise Shot
    
    
    Level 9 (Artificer)
    Feat: (Selected) Quicken Spell
    
    
    Level 10 (Artificer)
    
    
    Level 11 (Artificer)
    
    
    Level 12 (Artificer)
    Ability Raise: INT
    Feat: (Artificer Bonus) Improved Critical: Ranged Weapons
    Feat: (Selected) Maximize Spell
    
    
    Level 13 (Artificer)
    
    
    Level 14 (Artificer)
    
    
    Level 15 (Artificer)
    Feat: (Selected) Spell Focus: Evocation
    
    
    Level 16 (Artificer)
    Ability Raise: INT
    Feat: (Artificer Bonus) Improved Precise Shot
    
    
    Level 17 (Artificer)
    
    
    Level 18 (Artificer)
    Feat: (Selected) Greater Spell Focus: Evocation
    
    
    Level 19 (Artificer)
    
    
    Level 20 (Artificer)
    Ability Raise: DEX
    Feat: (Artificer Bonus) Empower Spell
    Enhancement: Artificer Damage Boost I
    Enhancement: Artificer Damage Boost II
    Enhancement: Artificer Damage Boost III
    Enhancement: Artificer Crossbow Attack I
    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: Kinetic Spellcasting I
    Enhancement: Kinetic Spellcasting II
    Enhancement: Kinetic Spellcasting III
    Enhancement: Kinetic Spellcasting IV
    Enhancement: Kinetic Spellcasting V
    Enhancement: Kinetic Spellcasting VI
    Enhancement: Deadly Kinetics I
    Enhancement: Deadly Kinetics II
    Enhancement: Deadly Kinetics III
    Enhancement: Deadly Kinetics IV
    Enhancement: Deadly Kinetics V
    Enhancement: Deadly Kinetics VI
    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: 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: Artificer Wand and Scroll Mastery IV
    Epic feats: Combat Archery and ESF:Evocation

    Construct Essence provides self-repairability early on; later you'll be able to UMD Cure wands & Heal scrolls and you won't need it anymore so you can swap it out. [Rapid Shot is ~+5% DPS, IIRC.] Or you can skip Construct Essence entirely and just rely on healers & Cure pots until your UMD is high enough. [Another option is Augment Summoning, although I don't find my pet too useful at high lvls even with it; and be forewarned Fred is currently bugged and won't let you swap out Augment Summoning. ]

    Take this build as a guideline, not set in stone: in particular, you should tweak the DPS enhs based on what spells & Runearms you use (e.g., you might take Lightning enhs instead of Force at lower lvls for your Lightning spells combined w/one of the electric Runearms); and the stat lvl-ups based on what tome(s) you actually have available. The +2 INT & +2 CON tomes are optional (tho obviously desirable); the +2 DEX tome is necessary to hit the DEX pre-req (19) for Imp Prec Shot; while Combat Archery req's DEX 21 (base 17 + 3 tome + 1 lvl-up). A +2 DEX tome by lvl 16 and a +2->+3 upgrade tome by lvl 24 are reasonable build presumptions, IMHO, but adjust as you see fit.

  10. #10
    Community Member Asmodeus451's Avatar
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    How would you tweak that build for a Human? (32 pt)

    i was thinking:

    Str 8
    Dex 18 (eliminates need for a +3 Tome)
    Con 14 (could still have more HP than Drow due to more Toughness enhancements)
    Int 16 (how important are DCs for a Arty? they're mostly for RAs and BB right?)
    Wis 8
    Cha 8 (so many UMD boosts as an Art, dont see the need for more)


    extra Feat would likely be Rapid Reload
    Last edited by Asmodeus451; 12-31-2012 at 04:30 AM.
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  11. #11
    Community Member Asmodeus451's Avatar
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    After playing around with the planner a bit:

    Code:
    Character Plan by DDO Character Planner Version 03.14.02
    DDO Character Planner Home Page
    
    Level 20 True Neutral Human Male
    (20 Artificer) 
    Hit Points: 202
    Spell Points: 1070 
    BAB: 15\15\20\25\25
    Fortitude: 8
    Reflex: 11
    Will: 11
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength              8                     8
    Dexterity            18                    21
    Constitution         14                    14
    Intelligence         16                    20
    Wisdom                8                     8
    Charisma              8                     8
    
    Tomes Used
    +2 Tome of Dexterity used at level 7
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               6                     8
    Bluff                -1                     0
    Concentration         6                     7
    Diplomacy            -1                     0
    Disable Device        7                    10
    Haggle               -1                     0
    Heal                 -1                     0
    Hide                  4                     6
    Intimidate           -1                     0
    Jump                 -1                     0
    Listen               -1                     0
    Move Silently         4                     6
    Open Lock             8                    11
    Perform              n/a                    n/a
    Repair                3                     6
    Search                7                    10
    Spot                  3                     4
    Swim                 -1                     0
    Tumble                6                     8
    Use Magic Device      3                     4
    
    Level 1 (Artificer)
    Feat: (Human Bonus) Augment Summoning (Swap for Rapid Shot)
    Feat: (Selected) Toughness
    
    
    Level 2 (Artificer)
    
    
    Level 3 (Artificer)
    Feat: (Selected) Point Blank Shot
    
    
    Level 4 (Artificer)
    Ability Raise: INT
    Feat: (Artificer Bonus) Construct Essence (Swap for Rapid Reload)
    
    
    Level 5 (Artificer)
    
    
    Level 6 (Artificer)
    Feat: (Selected) Precision
    
    
    Level 7 (Artificer)
    
    
    Level 8 (Artificer)
    Ability Raise: INT
    Feat: (Artificer Bonus) Precise Shot
    
    
    Level 9 (Artificer)
    Feat: (Selected) Quicken Spell
    
    
    Level 10 (Artificer)
    
    
    Level 11 (Artificer)
    
    
    Level 12 (Artificer)
    Ability Raise: INT
    Feat: (Selected) Improved Critical: Ranged Weapons
    Feat: (Artificer Bonus) Maximize Spell
    
    
    Level 13 (Artificer)
    
    
    Level 14 (Artificer)
    
    
    Level 15 (Artificer)
    Feat: (Selected) Spell Focus: Evocation
    
    
    Level 16 (Artificer)
    Ability Raise: INT
    Feat: (Artificer Bonus) Improved Precise Shot
    
    
    Level 17 (Artificer)
    
    
    Level 18 (Artificer)
    Feat: (Selected) Greater Spell Focus: Evocation
    
    
    Level 19 (Artificer)
    
    
    Level 20 (Artificer)
    Ability Raise: DEX
    Feat: (Artificer Bonus) Empower Spell
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  12. #12

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    Quote Originally Posted by Asmodeus451 View Post
    (how important are DCs for a Arty? they're mostly for RAs and BB right?)
    You get a spell called "Insightful Damage" that adds your Int modifier to every bolt you shoot. Every 2 Int is 1 more damage per bolt per shot. It adds up fast. You can use this in addition to Elemental Weapons to really increase your repeater damage.
    Last edited by byzantinebob; 12-31-2012 at 04:40 PM.
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  13. #13
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by Asmodeus451 View Post
    Dex 18 (eliminates need for a +3 Tome)
    Con 14 (could still have more HP than Drow due to more Toughness enhancements)
    Int 16 (how important are DCs for a Arty? they're mostly for RAs and BB right?)
    You will still want DEX 21 to take Combat Archery (if & when Turbine fixes it); but starting base 18 means you only need a +1 DEX to pick up IPS, which is better for someone new & plat-strapped. OTOH, starting DEX 16 INT 18 gets you more skill pts plus higher DCs & dmg (as bob says, Insightful Dmg+best Weapons buff is the way to go).
    extra Feat would likely be Rapid Reload
    Arties get RR free at lvl 1; I'd use the extra feat to take, say, Rapid Shot & PBS at lvl 1.

  14. #14
    Community Member Asmodeus451's Avatar
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    Quote Originally Posted by unbongwah View Post
    arties get rr free at lvl 1; i'd use the extra feat to take, say, rapid shot & pbs at lvl 1.
    doh!!!


    ok, so that just means i can swap CE for Rapid Shot and keep Augment (the dog CAN be useful if geared and specced right)
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