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  1. #1
    Community Member Dwithian's Avatar
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    Default What typre of Rogue life for a Artificer?

    Hi guys, I'm looking for some feedback from those who have done a Rogue past life on thier Artificer build(s).

    I was looking at going Mechanic & use the Trapmaking skill to use up all those parts I've been collecting but unsure if there's any value in using the mines & grenades that can be made.

    My goals & playstyle in order:
    > Repeater & runearm
    > Self buffing & healing
    > Traping & UMD skills
    > Solo 60% PUG 40%
    > Offensive spell or Enchantment casting

    Past lifes completed to date: (most with Artificer splash)
    Bard, Artificer, Ranger(2), Sorcerer, Druid & currently on Wizard life

    Races played:
    All past lifes have been Human except for Wizard which is Warforged.
    Was thinking of Halfling for Rogue life.
    Do have all races available.

    Gear is well covered & can craft what I'm missing or needed.
    Dwithian Elf AA Ranger Lv25 (2nd life) - Audioslave Human Artificer (7th life out of 11ish) - Domesday Human Pal/Fighter/Monk Lv12/4/2 (3rd life) - Maxpower Warforged Barbarian/Rogue Lv18/2 (32p 1st life)

  2. #2
    The Hatchery karl_k0ch's Avatar
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    It may look horrible on paper, but 12 - 13 Rog/6Art/1-2 Ran or Fgt is a build which can be played like an Arty without spells (except for the buffs) and gets a rogue past life.

    1 Rog, 2-7 Arty, 8 Rog and then fill up with the other classes. (This also works as 7/7/6 to get a ranger past life.)

    With these builds, you can go int-based; get Int to Damage from the Mechanic, Int to Hit from Insightful Strikes, Int to Reflex from Insightful Reflexes.

    Note: The alpha version of the enhancement pass disabled this synergy betweed Mechanic and Battle Engineer by placing Int to damage on a higher level than 6 - I wouldn't wait too long to do this.
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  3. #3
    Community Member
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    Apr 2013
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    Quote Originally Posted by karl_k0ch View Post
    It may look horrible on paper, but 12 - 13 Rog/6Art/1-2 Ran or Fgt is a build which can be played like an Arty without spells (except for the buffs) and gets a rogue past life.
    If you wanted to, you could even push this to a 10rog/10arti split and still get the Rogue past life out of it. Or 11rog/9arti if you want that extra SA die. 13 Rogue gives you the second special ability, but you wouldn't be getting that until level 19 anyways, which probably means you don't get it until you are on your way to Kruz to go back to level 1. Going from Artificer 6 to 9 or 10 means a lot more buffage.

    I did my completionist as a 6rog/7arti/7class. It was less than optimal, but it let me use the same gear and play style for every life so that I didn't need to have 20 some sets of green steel weapons and such! And simplifying your stats down to INT, CON, and hitting the minimum threshold for feats lets you really maximize what you need.

    But as Karl mentioned, the Mechanic's INT to damage is being moved to level 12 in the Enhancement Tree Alpha, so it would probably be best to just assume that this build will no longer exist after August.

  4. #4
    Community Member
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    Apr 2013
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    Quote Originally Posted by Dwithian View Post
    Hi guys, I'm looking for some feedback from those who have done a Rogue past life on thier Artificer build(s).

    I was looking at going Mechanic & use the Trapmaking skill to use up all those parts I've been collecting but unsure if there's any value in using the mines & grenades that can be made.

    My goals & playstyle in order:
    > Repeater & runearm
    > Self buffing & healing
    > Traping & UMD skills
    > Solo 60% PUG 40%
    > Offensive spell or Enchantment casting

    Past lifes completed to date: (most with Artificer splash)
    Bard, Artificer, Ranger(2), Sorcerer, Druid & currently on Wizard life

    Races played:
    All past lifes have been Human except for Wizard which is Warforged.
    Was thinking of Halfling for Rogue life.
    Do have all races available.

    Gear is well covered & can craft what I'm missing or needed.
    i do 3 lives of each class, but think i did something like u're looking for:
    wf, 11 rogue mechanic, 9 arti(get max repair spell as free slot, not reconstruct ofc)


    arti lvls
    1 point blank shot
    3 insightful reflexes(or toughness)
    4 precise shot
    6 quicken
    8 rapid shot
    9 toughnes(or insightul reflexes)
    rogue lvls
    12 ic ranged
    15 maximize, at this point you have int on damage so can use insightful strikes
    18 IPS
    19 improved evasion

    quicken for turret is great at low lvls, maximize is for repair critical, if u want can swap both for dodge, mobility, and take at 20 a fighter lvl to fit shot on the run, since you'll be moving/kiting, that hit loss is recovered

    stats (with +4 tomes)
    15 dex (19 for ips at 18, i don't miss the feat til that point, and some ppl manage to survive w/o it)
    17 con(for epic toughness, while farming 1 ed or getting tokens use to hit 21 w/o effort, if have tokens can dump to 16 and raise cha)
    18 int
    rest cha

    used shiradi btw

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