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  1. #1
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    Default Warforge AR Build - any feedback?

    Code:
    Character Plan by DDO Character Planner Version 03.14.02
    DDO Character Planner Home Page
    
    Panda Thunder Hammer
    Level 20 Neutral Good Warforged Male
    (20 Artificer) 
    Hit Points: 232
    Spell Points: 1282 
    BAB: 15\15\20\25\25
    Fortitude: 8
    Reflex: 10
    Will: 14
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             10                 10                   10
    Dexterity            14                 19                   19
    Constitution         14                 14                   15
    Intelligence         14                 17                   17
    Wisdom               14                 14                   14
    Charisma             10                 10                   10
    
    Tomes Used
    +3 Tome of Dexterity used at level 14
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               2                  4                    5
    Bluff                 0                  0                    1
    Concentration         6                 24                   25
    Diplomacy             0                  0                    1
    Disable Device        6                 26                   27
    Haggle                0                  0                    1
    Heal                  2                  2                    3
    Hide                  2                  4                    5
    Intimidate            0                  0                    1
    Jump                  0                  5                    6
    Listen                2                  2                    3
    Move Silently         2                  4                    5
    Open Lock             6                 27                   28
    Perform               n/a               n/a                   n/a
    Repair                2                  3                    4
    Search                6                 26                   27
    Spot                  6                 25                   26
    Swim                  0                  0.5                  1.5
    Tumble                n/a               n/a                   n/a
    Use Magic Device      4                 13                   14
    
    Level 1 (Artificer)
    Skill: Concentration (+4)
    Skill: Disable Device (+4)
    Skill: Open Lock (+4)
    Skill: Search (+4)
    Skill: Spot (+4)
    Skill: Use Magic Device (+4)
    Feat: (Selected) Augment Summoning
    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): Repair Light Damage
    Spell (1): Enchant Weapons
    Spell (1): Enchant Armor
    Spell (1): Conjure Bolts
    
    
    Level 2 (Artificer)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    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: Disable Device (+1)
    Skill: Jump (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Feat: (Selected) Toughness
    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)
    Ability Raise: INT
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+2)
    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 (+2)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+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 (+2)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+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 (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Feat: (Automatic) Artificer Knowledge (ALL)
    Spell (3): Repair Serious Damage
    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: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+2)
    Skill: Swim (+0.5)
    Feat: (Artificer Bonus) Extend Spell
    Spell (3): Blast Rod
    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)
    Feat: (Selected) Precise Shot
    Spell (4): Thundering Armor
    
    
    Level 10 (Artificer)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    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: 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: 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 (+2)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+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)
    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)
    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: INT
    Skill: Concentration (+2)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+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: 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)
    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)
    Spell (5): Radiant Forcefield
    
    
    Level 20 (Artificer)
    Ability Raise: INT
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+2)
    Feat: (Artificer Bonus) Improved Mental Toughness
    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 did have more DEX at one point build this but went back and raise INT, as it seems to be a bigger deal.

    It seems solid, I was told to avoid infusions!

  2. #2
    Community Member Loriac's Avatar
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    Feedback provided on the New Players sub-forum, but copied below as you're more likely to get build feedback here.

    For a 32pt WF artificer build, I would suggest the following stats:

    Str 8
    Dex 16
    Con 16
    Int 18
    Wis 6
    Cha 6

    The Dex of 19 after +3 tome is sufficient for IPS at level 15.

    Int is the primary artificer attribute, and all level ups should go to Int. Str may feel low at low levels, but buy a wand of bulls strength and equip +str items when you find them and you should be fine.

    Con should get the points left after spending in Int and Dex; for a 32pt build, thats 6 points.

    Wis and Cha are dump stats for the WF arti; Wis affects will save, but artis get a high will save and WF are resistant to many will-based effects.

    Cha is nice for UMD, but as a WF you won't really need UMD til late game (its useful for scrolling heal in raids etc and for being able to use raise dead scrolls if a group you're in loses their cleric).

    Skill points in heal are wasted, as are points in repair. Of hide and move silently, if you must take one, take move silently - you can scroll a level 1 ranger spell, camouflage, which gives you +10 to hide if you need to sneak. Listen is a waste (particularly if you dump wis as suggested), but definitely raise UMD, disable device, search to max ranks per level. I'd also recommend keeping concentration high (its actually not as needed for a WF, as evenutally you'll take quicken for reconstructs) as well as spot and open lock. Balance should have a few ranks, but your dex is high so it shouldn't be a huge issue. Jump doesn't need points invested; instead, look out for an item (on the AH or looting) that can be used to cast the jump spell (it gives you +30 jump by the time you're at level 20 and take the capstone).

    Edit: stats edited; earlier I missed the fact that you have a +3 Dex tome available.

    Edit 2: if you decide you want to play this character into epic levels rather than TR'ing him, you may want to decide up front if you want to build for combat archery. That requires 21 Dex, so if you go down that route you'll need to put 2 level ups into Dex instead of Int, allowing you to take combat archery at either level 21 or 24. Personally, I think you're better off with +1 to DCs and the higher Int, but this is my opinion only.
    Last edited by Loriac; 01-09-2013 at 06:02 PM.

  3. #3
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    i like your feed back but it's also concerning trying to make this perfect as I can lol.

    looks at the planner a bit more...

  4. #4
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    Why'd you pick Extend? In my experience, none of the arti buffs you'd want to extend are compatible with Extend. And, with our lower SP pool compared to other Arcanes, I find that Empower and Maximize are much less useful in early and mid levels as well. I think you're probably better off with SF: Evoc (and GSF instead of Imp Mental Tough) to improve the DCs of the CC in your spells, and your runearm damage.


    I'd also try to take the archery feats sooner rather than later - Augment Summoning you definitely dont need at L1.

  5. #5
    The Hatchery CThruTheEgo's Avatar
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    I would agree with Loriac and droid327 regarding stats, skills, and feats. Here is the feat order I would recommend.

    1 augment summoning (your dog can pretty much solo the lower levels for you with this feat)
    3 toughness
    4a point blank shot
    6 rapid shot
    8a precise shot
    9 maximize
    12 spell focus evocation
    12a imp crit ranged
    15 greater spell focus evocation
    16a improved precise shot
    18 quicken
    20a empower

    You don't need extend, mental toughhness, or imp mental toughness. But if you want to capitalize on the arti's casting capabilities (which blossom between levels 15-20) then you will want empower, maximize, spell focus evo, and gr spell focus evo. I would eventually swap augment summoning for insightful reflexes (if you invest heavily in int through gear) or precision.

    If you're interested in an endgame arti build feel free to check out the link in my sig, it might give you some things to think about for your build.
    Unarmed monk guide with builds|The Arcane Warrior: wiz/fighter hybrids|White Feather Sniper: CC/dps focused deepwood stalker|The Divine Cuisinart: divine crusader tempest|The Count of Monte Cristo: swashbuckler|Hassan's Assassin: dex assassin|Dubbell O'Seven: WF artificer|Santa's Little Slayer: dragonmarked elf centered kensai

  6. #6
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    Code:
    Character Plan by DDO Character Planner Version 03.14.02
    DDO Character Planner Home Page
    
    Panda Thunder Hammer
    Level 20 Neutral Good Warforged Male
    (20 Artificer) 
    Hit Points: 232
    Spell Points: 1130 
    BAB: 15\15\20\25\25
    Fortitude: 8
    Reflex: 12
    Will: 10
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             10                 10                   10
    Dexterity            16                 22                   22
    Constitution         14                 14                   15
    Intelligence         18                 21                   21
    Wisdom                6                  6                    6
    Charisma              6                  6                    6
    
    Tomes Used
    +4 Tome of Dexterity used at level 15
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               5                 17.5                 18.5
    Bluff                -2                 -2                   -1
    Concentration         6                 25                   26
    Diplomacy            -2                 -2                   -1
    Disable Device        8                 28                   29
    Haggle               -2                 -2                   -1
    Heal                 -2                 -2                   -1
    Hide                  3                  6                    7
    Intimidate           -2                 -2                   -1
    Jump                  0                  7                    8
    Listen               -2                 -2                   -1
    Move Silently         3                  6                    7
    Open Lock             7                 29                   30
    Perform              n/a               n/a                   n/a
    Repair                4                  5                    6
    Search                8                 28                   29
    Spot                  2                 21                   22
    Swim                  2                  7                    8
    Tumble                n/a               n/a                   n/a
    Use Magic Device      2                 21                   22
    
    Level 1 (Artificer)
    Skill: Balance (+2)
    Skill: Concentration (+4)
    Skill: Disable Device (+4)
    Skill: Open Lock (+4)
    Skill: Search (+4)
    Skill: Spot (+4)
    Skill: Swim (+2)
    Skill: Use Magic Device (+4)
    Feat: (Selected) Augment Summoning
    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): Grease
    Spell (1): Resist Energy
    
    
    Level 2 (Artificer)
    Skill: Balance (+0.5)
    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): Static Shock
    
    
    Level 3 (Artificer)
    Skill: Balance (+0.5)
    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) Toughness
    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)
    Ability Raise: INT
    Skill: Balance (+0.5)
    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: Balance (+0.5)
    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: Balance (+0.5)
    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 (3): Flame Turret
    Enhancement: Racial Toughness II
    
    
    Level 7 (Artificer)
    Skill: Balance (+0.5)
    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): Repair Serious Damage
    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: Balance (+1)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Artificer Bonus) Extend Spell
    Spell (3): Blast Rod
    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: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Swim (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Maximize Spell
    Spell (4): Thundering Armor
    
    
    Level 10 (Artificer)
    Skill: Balance (+0.5)
    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: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Swim (+0.5)
    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: Balance (+0.5)
    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) Spell Focus: Evocation
    Spell (5): Prismatic Stike
    Enhancement: Artificer Damage Boost I
    Enhancement: Artificer Damage Boost II
    Enhancement: Deadly Flame IV
    
    
    Level 13 (Artificer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Swim (+0.5)
    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: Balance (+0.5)
    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: Balance (+0.5)
    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) Greater Spell Focus: Evocation
    Spell (6): Blade Barrier
    Enhancement: Artificer Damage Boost III
    Enhancement: Artificer Improved Rune Arm Use IV
    
    
    Level 16 (Artificer)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Swim (+1)
    Skill: Use Magic Device (+1)
    Feat: (Artificer Bonus) Improved Precise Shot
    Spell (6): Tactical Detonation
    Enhancement: Combustive Spellcasting V
    Enhancement: Deadly Flame V
    
    
    Level 17 (Artificer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Jump (+0.5)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Swim (+0.5)
    Skill: Use Magic Device (+1)
    Spell (6): Deadly Weapons
    
    
    Level 18 (Artificer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Jump (+0.5)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Swim (+0.5)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Quicken Spell
    Spell (6): Deconstruct
    
    
    Level 19 (Artificer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Jump (+0.5)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Swim (+0.5)
    Skill: Use Magic Device (+1)
    Spell (5): Radiant Forcefield
    
    
    Level 20 (Artificer)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Jump (+0.5)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Swim (+0.5)
    Skill: Use Magic Device (+1)
    Feat: (Artificer Bonus) Empower Spell
    Spell (6): Reconstruct
    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
    Managed to crave this out after all the suggestions, looks good eh?
    Last edited by warwon101; 01-09-2013 at 09:10 PM.

  7. #7
    Community Member Loriac's Avatar
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    The 2 points into str will help your build out only at very low levels; assuming that you end up eating a +2 tome on str, you'll have 16-18 str easily with gear etc by the time you hit 20. I'd strongly recommend going with 16 in con, as 20 hp difference at level 20 will help make up for lack of extensive gear (I'm assuming here that you don't have e.g. shroud hp gear, and nor will you have the best docents at level such as unsuppressed quorforged docent of battle).

    As to feats, I broadly agree with CThru's list, with a couple of differences:

    i. Empower is no longer a must have feat for anyone other than a sorc
    i. Some people swear by augment summons, but it really depends how much you use your dog. I almost never use mine, so for me its a wasted feat from level 1 onward. As CThru mentions, you should definitely look to swap this out as you get into your teens if you haven't done so earlier.

    Insightful reflexes is an excellent feat. On a WF arti, I also quite like mithral body as a feat, but I don't think many builders share my opinion on that one. Precision is also very nice, and if you want 'mainstream' advice, then I'd say its to replace empower and augment with Insightful reflexes and precision.

    Edit: you still have extend spell in your feat list. As mentioned above by droid, don't do it - extend is a wasted feat on an arti.
    Last edited by Loriac; 01-09-2013 at 09:32 PM.

  8. #8
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    Code:
    Character Plan by DDO Character Planner Version 03.14.02
    DDO Character Planner Home Page
    
    Panda Thunder Hammer
    Level 20 Neutral Good Warforged Male
    (20 Artificer) 
    Hit Points: 252
    Spell Points: 1130 
    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            16                 22                   22
    Constitution         16                 16                   17
    Intelligence         18                 21                   21
    Wisdom                6                  6                    6
    Charisma              6                  6                    6
    
    Tomes Used
    +4 Tome of Dexterity used at level 15
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               5                 17.5                 18.5
    Bluff                -2                 -2                   -1
    Concentration         7                 26                   27
    Diplomacy            -2                 -2                   -1
    Disable Device        8                 28                   29
    Haggle               -2                 -2                   -1
    Heal                 -2                 -2                   -1
    Hide                  3                  6                    7
    Intimidate           -2                 -2                   -1
    Jump                 -1                  6                    7
    Listen               -2                 -2                   -1
    Move Silently         3                  6                    7
    Open Lock             7                 29                   30
    Perform              n/a               n/a                   n/a
    Repair                4                  5                    6
    Search                8                 28                   29
    Spot                  2                 21                   22
    Swim                  1                  6                    7
    Tumble                n/a               n/a                   n/a
    Use Magic Device      2                 21                   22
    
    Level 1 (Artificer)
    Skill: Balance (+2)
    Skill: Concentration (+4)
    Skill: Disable Device (+4)
    Skill: Open Lock (+4)
    Skill: Search (+4)
    Skill: Spot (+4)
    Skill: Swim (+2)
    Skill: Use Magic Device (+4)
    Feat: (Selected) Augment Summoning
    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): Repair Light Damage
    Spell (1): Grease
    Spell (1): Conjure Bolts
    Spell (1): Curative Admixture: Cure Light Wounds
    
    
    Level 2 (Artificer)
    Skill: Balance (+0.5)
    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): Static Shock
    
    
    Level 3 (Artificer)
    Skill: Balance (+0.5)
    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) Toughness
    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)
    Ability Raise: INT
    Skill: Balance (+0.5)
    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: Balance (+0.5)
    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: Balance (+0.5)
    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: Balance (+0.5)
    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): Repair Serious Damage
    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: Balance (+1)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Artificer Bonus) Precise Shot
    Spell (3): Blast Rod
    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: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Swim (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Maximize Spell
    Spell (4): Thundering Armor
    
    
    Level 10 (Artificer)
    Skill: Balance (+0.5)
    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: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Swim (+0.5)
    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: Balance (+0.5)
    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) Spell Focus: Evocation
    Spell (5): Prismatic Stike
    Enhancement: Artificer Damage Boost I
    Enhancement: Artificer Damage Boost II
    Enhancement: Deadly Flame IV
    
    
    Level 13 (Artificer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Swim (+0.5)
    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: Balance (+0.5)
    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: Balance (+0.5)
    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) Greater Spell Focus: Evocation
    Spell (6): Blade Barrier
    Enhancement: Artificer Damage Boost III
    Enhancement: Artificer Improved Rune Arm Use IV
    
    
    Level 16 (Artificer)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Swim (+1)
    Skill: Use Magic Device (+1)
    Feat: (Artificer Bonus) Improved Precise Shot
    Spell (6): Tactical Detonation
    Enhancement: Combustive Spellcasting V
    Enhancement: Deadly Flame V
    
    
    Level 17 (Artificer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Jump (+0.5)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Swim (+0.5)
    Skill: Use Magic Device (+1)
    Spell (6): Deadly Weapons
    
    
    Level 18 (Artificer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Jump (+0.5)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Swim (+0.5)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Quicken Spell
    Spell (6): Deconstruct
    
    
    Level 19 (Artificer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Jump (+0.5)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Swim (+0.5)
    Skill: Use Magic Device (+1)
    Spell (5): Radiant Forcefield
    
    
    Level 20 (Artificer)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Jump (+0.5)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Swim (+0.5)
    Skill: Use Magic Device (+1)
    Feat: (Artificer Bonus) Empower Spell
    Spell (6): Reconstruct
    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
    Okay so I fixed the str issue, I do agree.

    Not sure how that stupid extend spell got left.

    So everything has been fixed.

    Lvl 20, doesn't let me pick anything but class feats in the character builder?
    Last edited by warwon101; 01-09-2013 at 09:44 PM.

  9. #9
    Community Member Loriac's Avatar
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    One thing that may be worth mentioning - if you ever intend to work your way round to the shiradi's champion ED, you may want to put some skill points in diplomacy to help with the Tea with the Queen ability. Its not strictly required, but it will help you get critical successes more easily. On my (final life) arti build, I'm putting 10 ranks into diplomacy so that I can pretty much get no-fail critical successes if I ever do use that ED.

    Skill points can't be changed unless you LR or TR, so I'd build it in early if theres a possibility you may want it on this life. I'd also put a rank into tumble (i.e. 2 skill points) so that you can use the tumble animation should you ever wish to do so. Personally, I like my toons to tumble around like crazy acrobats once they hit epic levels, but ymmv.

  10. #10
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    i have a lot of spare points so tumble is easy, as i filled jump/swim with my extra points. thanks for all the help by the way you been very nice

  11. #11
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    Also in the category of "unorthodox" advice...if you solo a lot, as I do, rather than group, you might want to keep Augment Summons as its +4 to your entire party - ie, your pup and hireling

    You might consider dropping IPS instead for Insightful Reflexes - it saves you from having to meet the 19 dex requirement, and IME its not as useful in solo play as regular Precise Shot, at least as long as Archer's Focus continues not to break on movement. In solo content, I'd rather have continuous 30% bonus damage against a single target (and be able to choose my target, like casters/healers/etc.), rather than a chance at double-hitting multiple monsters, if another happens to get in between (which doesnt happen all that often, in my experience), or having to deliberately position myself to target two monsters in a row regardless of whether I want to kill them first or not. Also, its usually single targets (ie bosses) that take most of your time in solo content and give you the most trouble, so you'll be dropping into Precise Shot for them anyway.

    But thats a pretty unpopular logic, from what I gather from others

  12. #12
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    My current stats at lvl 4. with the character I created later in the post has rather high stats as number of the items I have already have decent stats.

    So far he is doing much better than my soc, I cleared out several dungeons/quests last night in half the time my soc did just a few days before..

    Also haven't died, thanks to everyone's advice and on the other thread I have a better idea on spell selection now too

    This community is one of the better ones!

  13. #13
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    http://my.ddo.com/character/khyber/blasterclaw/

    Thanks for the info, he was created last night. I wasn't able to setup all my Enhancements at lvl 3, and 4 which was odd. But nothing that has me to worried :P

  14. #14
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by droid327 View Post
    You might consider dropping IPS
    No. No no. Nononononononononono. NO.

    Do not drop IPS on any ranged-focused toon. Period.

    [IMHO ofc. ]
    Revisiting the Classics: Axesinger / Dwarven Defender / Drow Ninja / Drow Paladin / Elven Ranger / Monkcher / Sacred Vanguard
    Other build threads: Cleric Domains / Kundarak Brigade / Iconic Builds
    My Build Index: a Motley Menagerie of Original Rapscallions, Pugilists, and Gimps!

  15. #15
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    Everyone I spoken with agree the ass in pants dex 19 for IPS is worth the trouble.

    So IPS stays

  16. #16
    Community Member MartinusWyllt's Avatar
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    Quote Originally Posted by warwon101 View Post
    Everyone I spoken with agree the ass in pants dex 19 for IPS is worth the trouble.

    So IPS stays
    Good call.

  17. #17
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    Quote Originally Posted by unbongwah View Post
    No. No no. Nononononononononono. NO.

    Do not drop IPS on any ranged-focused toon. Period.

    [IMHO ofc. ]

    Not to derail, but...why? The most common arguments I hear for IPS are "Everyone says I should keep it" and "Dont do it"...but no one's yet explained to me mechanically or mathematically how its preferable to Archers Focus, the way it currently behaves, for the situation I described (solo).

    I have both on my arti, mostly because I was told I need IPS. I've tried to use IPS, but I always end up switching back because its more trouble than its worth to try and keep at least 2 targets in my line of fire, I spend so much time strafing around trying to maintain LOF that I cant be as effective with fully charging and targeting my runearm, healing me and my pet, CCing, etc. My intended target gets too close, everyone's spinning around me in melee range, moving where I could achieve a LOF would draw more aggro, having to keep switching to the "rear" target rather than finishing one target, or there's only one target left...all those situations preclude IPS being effective.

    Its the DDO equivalent of the guy with one bullet who asks his opponents to all please stand in a line for him

    To make up for the 30% constant DPS bonus from AF, you'd have to doublestrike at least 30% of the time (treating procs as largely negligible next to base damage for simplicitys sake). That includes taking out the last mob in a pack, where you naturally cant doublestrike...so, assuming an average of 3 mobs in a pack, that means you have to doublestrike 50% of the time when there are at least two mobs. That seems unrealistic in real-game situations. Plus, forgoing IPS means you can dump DEX from the common base 16 (19 with +3 tome) to base 10. That probably means 2 more points of INT, so +1 damage from Insightful Damage, plus spell/runearm DC, Insightful Reflexes, etc. etc.

    Again, I'll stress for SOLO play. When you have a tank locking the mobs in one spot for you instead of having them flanking you at melee range, naturally it becomes much easier to doublestrike them with reliability.
    Last edited by droid327; 01-10-2013 at 02:00 PM.

  18. #18
    Community Member MartinusWyllt's Avatar
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    Quote Originally Posted by droid327 View Post
    Not to derail, but...why? The most common arguments I hear for IPS are "Everyone says I should keep it" and "Dont do it"...but no one's yet explained to me mechanically or mathematically how its preferable to Archers Focus, the way it currently behaves, for the situation I described (solo)....
    If you're talking a Lit II with Toven's Hammer the procs are hardly negligible.

    If you're soloing and have something like a paralyzing repeater making a paralyzed conga line has been useful to me, at least, or in a group for that matter.

    I've found that IPS doesn't require targeting a mob further back..I can target any of them and strafe/circle strafe and score a good number of multiple hits.

    I don't always IPS but when I do a lot of mobs fall down a lot faster than if I wasn't.

  19. #19
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    Quote Originally Posted by droid327 View Post
    Not to derail, but...why?
    Simple: because it's the only ranged feat which gives you a way of hitting more than one target at a time. Are you always going to use it? No. Are there times when it's really, really useful, even when soloing? Definitely. Telling a ranged build not to take IPS is like, say, telling an Air Savant not to take Lightning Bolt because, hey, how often do enemies stand in a line for you? A: Often enough to make it worthwhile!

    Now Combat Archery, there's a feat I'm a bit iffier on whether it's worth the investment to take (base DEX 21), assuming it's finally been fixed and now WAI (haven't checked recently). But the OP has several levels to go before that becomes an issue.
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    Quote Originally Posted by MartinusWyllt View Post
    If you're soloing and have something like a paralyzing repeater making a paralyzed conga line has been useful to me, at least, or in a group for that matter.

    I've found that IPS doesn't require targeting a mob further back..I can target any of them and strafe/circle strafe and score a good number of multiple hits.
    Paralyzers are great, but I find the save DC (at least on Cormyrians) quickly falls to unreliable in L20 and up content

    And does IPS turn your shots into "unlimited penetration" line AOEs? I thought it was only a line-to-target AOE, and then it "stopped". Ie, you could hit another target in front of your intended target, but not behind.

    Maybe I'll give it another go. I really want it to be better than PS...I just havent seen it yet

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