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  1. #1
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    Default Pure Artificer Build Advice

    Hi, I've spent many hours researching the Dubbell O' Seven build, wax_on_wax_off's and Singular's posts for various information on artificers and came up with this build over many of hours of planning.

    Reelode WF Build
    WF, True Neutral, 20 Artificer

    Str: 8
    Dex: 17 (+4 tome +8 item +1 exceptional +2 ship = 32)
    Con: 16 (+3 tome +1 enhancement +8 item +2 insightful +1 exceptional +5 primal scream +4 ED +2 yugo pot +2 ship = 44)
    Int: 18 (+5 tome +4 enhancement +1 feat +7 level up +11 item +3 insightful +1 exceptional +2 capstone +2 yugo pot +2 ship = 56)
    Wis: 7 (+2 tome +6 item +1 exceptional +2 acute senses = 18)
    Cha: 6

    Skills: Concentration, Repair, Spellcraft, UMD, DD, Spot, Search, OL, Balance, Rest in Jump, 1 rank in Tumble, 1 rank in Perform

    Feats:
    1: PBS
    3: Rapid Shot
    4: Precise Shot
    6: Precision
    8: Maximize
    9: Wizard Past Life
    12: IC: Ranged
    12: SF: Evo
    15: GSF: Evo
    16: IPS
    18: Insightful Reflexes
    20: Quicken
    21: Combat Archery
    24: ESF: Evo
    26: Epic Spell Power: Force
    27: Great Int
    28: Doubleshot/Epic Spell Power: Electric

    Spells:
    1: Conjure Bolts, Enchant Weapons, Ablative Armor, Resist Energy, Enchant Armor
    2: Byeshk Weapons, Insightful Strikes, Elemental Weapons, Toughen Construct, Reinforce Construct
    3: Adamantine Weapons, Insightful Damage, Flame Turret, PEI, Shield of Faith Mass
    4: Cold Iron Weapons, Armor of Speed, Protection from Elements, Lightning Motes, Thundering Armor
    5: Silver Weapons, Planar Weapons, Prismatic Strike, Radiant Forcefield
    6: Blade Barrier, Reconstruct, Tactical Detonation, Deadly Weapons

    Spell DC: 10 Base + 6 Spell Level + 23 Modifier +4 Feats +3 PL +5 Evo Item +2 Augment + 5 ED = 58 DC

    Saves: (May be missing things and didn't bother trying to calculate HP or SP)
    Fortitude: 10 Base + 17 Modifier +8 Resistance +2 Good Luck +4 GH = 41
    Reflex: 10 Base +23 Modifier +8 Resistance +2 Good Luck +1 Profane +1 Armor of Speed +4 GH = 49
    Will: 16 Base +4 Modifier +8 Resistance +2 Good Luck +4 GH = 34

    Enhancements:
    Battle Engineer tree: 49 total
    Core: 6 total
    battle engineer 1
    infused weapons 1
    infused armor 1
    infused weapons 1
    infused armor 1
    master engineer 1
    Tier1: 5 total
    weapon training - crossbow 2
    thermal venting 3
    Tier2: 11 total
    weapon training - crossbow 2
    damage boost 6
    thaumaturgical conduits 3
    Tier3: 12 total
    weapon training - crossbow 2
    extra action boost 6
    arcane capacitors 2
    int 2
    Tier4: 10 total
    weapon training - crossbow 2
    battle mastery - endless fusilade 2
    rune arm overcharge 2
    arcane capacitors 2
    int 2
    Tier5: 5 total
    weapon attachment 1
    rune arm overcharge 2
    tactical mobility 2

    Arcanotechnician tree: 27 total
    Core: 1 total
    arcanotechnician 1
    Tier1: 7 total
    uncaring master 2
    spell critical 2
    wand and scroll mastery 3
    Tier2: 5 total
    imbued defender 3
    spell critical 2
    Tier3: 7 total
    repair systems 3
    spell critical 2
    int 2
    Tier4: 7 total
    arcane engine 3
    spell critical 2
    int 2

    WF tree: 4 total
    Core: 3 total
    improved fortification 1
    constitution 1
    improved fortification II

    Epic Destiny: Fury of the Wild
    3 Boulder Toss/3 Damage Reduction
    3 Primal Scream
    1 Constitution
    1 Constitution
    1 Constitution
    1 Constitution
    3 Acute Senses
    3 Sense Weakness
    1 Fury Eternal
    1 Unbridled Fury

    Twists:
    Energy Burst (Electric)/Stay Good (DR Breaking Twist)
    Spell School Specialist: Evocation
    Precise Casting: Evocation
    Extra Action Boost (Energy Sheathe: Electric for Tor and FoT)

    Pet Enhancements: (Not sure if updated from level 25)
    Homunculus Evasion II
    Homunculus Adamantine Plating IV
    Homunculus Distraction IV
    Homunculus Menacing Growl IV
    Homunculus Takedown IV
    Homunculus Fearsome Tactics IV
    Homunculus Dexterity II
    Homunculus Strength II
    Homunculus Reinforced Armor IV
    Homunculus Danger Avoidance IV

    Dog Gear:
    Grave Wrappings
    Epic Bladesmark Docent (Heavy Fort, Str +8)

    Gear:
    Weapons:Needle, Quill-Slinger (Impulse +138), Archaic Device
    Armor: Flawless Shadow Dragonscale Docent (PRR +16/Good Luck +2)
    Helm: Dragon Masque (Globe of True Imperial Blood/Striding 30%)
    Necklace: Iron Beads (Spellcraft +15/FF) or Sage's Locket (Switch for Energy Burst)
    Goggles: Intricate Field Optics (Ins Int +3/Repair +15/Ins Con +2)
    Cloak: Adamantine Cloak of the Wolf
    Belt: GS HP Item (Min/Pos/Min. Stoneskin clicky, +12 Concentration, Heavy Fort, Protection +5) (Not going to make another one)
    Bracers: Sage's Cuffs
    Gloves: Gloves of the Master Illusionist (Evo DC +2)
    Boots: GS SP Item (Blind Immunity Neg/Cha +4 Pos/Cha +6 Pos/Conc Opp) (Not going to bother making a +12 int skills one...)
    Ring 1: Epic Ring of Master Artifice (Con +8/+40 HP)
    Ring 2: Consuming Darkness (Resistance +8)
    Trinket: Planar Focus of Prowess (Dex +8)

    I only have a few questions.
    1) Now that Boulder Toss is getting nerfed, how well would this build do in EE content DPS wise?
    2) How well will 58 DC function for CC on EE?
    3) Gear is a pain, do you guys have any suggestions to improve upon it?
    4) Is Doubleshot worth working for on a repeater? So it's asking which is better, ESP: Electric or doubleshot for level 28 feat? And which is better, Doubleshot Stance or Colors of the Queen stance?

    And of course, any other advice and discussion would be great! Thank you for your time to read this.
    Last edited by Shrimpboy; 04-04-2014 at 03:06 PM.

  2. #2
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    Default How did you do it?

    Word on the street is that you're still in jail. How were you able to make this post?

    Play styles vary and I play a pure arty. The only end game rune arms I use are Toven's Hammer, Corruption of Nature, Hand of Tombs, and sometimes the Glass Cannon. I have all the rune arms but 1. A completely upgraded Toven's Hammer will alter your gear choices. I recommend one for EE.

    Also I recommend an EE Jeweled Cloak.

    I would not take these spells based on my play style, Lightning Motes, Prismatic Strike, and Radiant Forcefield. I find Ligthening Sphere more uselful than Ligthening Motes. I would take Ligthening Bolt.

    I twist Stay Frosty, Stormrage, and Healing Spring.

    Doubleshot only works on the first bolt when firing repeating xbows.

  3. #3
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    Quote Originally Posted by Livmo View Post
    Word on the street is that you're still in jail. How were you able to make this post?

    Play styles vary and I play a pure arty. The only end game rune arms I use are Toven's Hammer, Corruption of Nature, Hand of Tombs, and sometimes the Glass Cannon. I have all the rune arms but 1. A completely upgraded Toven's Hammer will alter your gear choices. I recommend one for EE.

    Also I recommend an EE Jeweled Cloak.

    I would not take these spells based on my play style, Lightning Motes, Prismatic Strike, and Radiant Forcefield. I find Ligthening Sphere more uselful than Ligthening Motes. I would take Ligthening Bolt.

    I twist Stay Frosty, Stormrage, and Healing Spring.

    Doubleshot only works on the first bolt when firing repeating xbows.
    So that's what they are saying about me on Sarlona? :P

    Anyway, thanks for the info. I've never got a Toven's yet, want to try it out. The doubleshot information is helpful, but hmmm... Still torn. Doubleshot might be better with Furyshot, possibly proccing two Furyshots? No idea. Hope to get more feedback!

  4. #4
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    Default Here ity is

    Quote Originally Posted by Shrimpboy View Post
    So that's what they are saying about me on Sarlona? :P

    Anyway, thanks for the info. I've never got a Toven's yet, want to try it out. The doubleshot information is helpful, but hmmm... Still torn. Doubleshot might be better with Furyshot, possibly proccing two Furyshots? No idea. Hope to get more feedback!
    Toven's
    http://ddowiki.com/page/Item:Toven%27s_Hammer

    Drops on all difficulties. More frequently on higher difficulties.

    This can be upgraded in two ways:

    Alchemical Crafting: Can add Insightful Intelligence +2, and Transform Kinetic Energy
    Upgrade 1: The Cerebral Distillation Unit needed for the upgrade drops from the master artificer "Destroy Soul-Cleansing Device" optional chest.
    Upgrade 2: The Elemental Motion Fixation Device needed drops from The Lord of Blades "Grudge Maker" optional chest.
    Cannith Crafting: Can add any effect which normally goes onto a craftable +5 trinket.

    --

    With Shadow armor it increases my fort. to 180%

    Also, there are some neat things you can craft onto Toven's. For example, 33% Electrical or Fire Absorbtion (suffix), Evocation II (stackable prefix), etc. What you craft on the rune arm will alter your gear choices.

    Here is the link to the Cannith Crafting Planner (use trinket):

    http://cannith.cubicleninja.com/

  5. #5
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    Default The News

    Quote Originally Posted by Shrimpboy View Post
    So that's what they are saying about me on Sarlona? :P

    Where I live he was just arrested:

    http://en.wikipedia.org/wiki/Raymond_Chow_Kwok_Cheung

    Leland Yee and Shrimpgate. San Francisco asks: Who are these people?

  6. #6
    Community Member Singular's Avatar
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    Quote Originally Posted by Livmo View Post
    Word on the street is that you're still in jail. How were you able to make this post?

    Play styles vary and I play a pure arty. The only end game rune arms I use are Toven's Hammer, Corruption of Nature, Hand of Tombs, and sometimes the Glass Cannon. I have all the rune arms but 1. A completely upgraded Toven's Hammer will alter your gear choices. I recommend one for EE.

    Also I recommend an EE Jeweled Cloak.

    I would not take these spells based on my play style, Lightning Motes, Prismatic Strike, and Radiant Forcefield. I find Ligthening Sphere more uselful than Ligthening Motes. I would take Ligthening Bolt.

    I twist Stay Frosty, Stormrage, and Healing Spring.

    Doubleshot only works on the first bolt when firing repeating xbows.
    How much damage are you producing with Tovens?

  7. #7
    Community Member Singular's Avatar
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    Quote Originally Posted by Shrimpboy View Post
    So that's what they are saying about me on Sarlona? :P

    Anyway, thanks for the info. I've never got a Toven's yet, want to try it out. The doubleshot information is helpful, but hmmm... Still torn. Doubleshot might be better with Furyshot, possibly proccing two Furyshots? No idea. Hope to get more feedback!
    Your build looks great.

    I don't recommend bothering with Tovens, but test it yourself. One will drop for you in probably your first run. The heroic level rune arms only add 50% of your spell power to their damage; the epic ones add 80%. On my artie, Tovens hits for something like 400-800 damage while AD hits for 1200-2200. It's possible a fully electric specced artie could make use of it w/lightning motes and perhaps some kind of vulnerable inducing weapon.

    As per the above poster, I recommend Jeweled Cloak and other spell absorption items (it can be used only when needed - just swap your Adamantine cloak in and out, depending on the casters present). Our saves aren't great, it really helps to bolster them with spell absorption (plis is a nice swap-in).

    If you can fit Deadly into there (maybe a ring swap with your Ring of the Master Artificer) Needle will do a lot more damage. If you go the ring swap method, try to get +10/11 deadly +10 resistance. I know +2 to saves doesn't seem like a lot, but it will help in EE. Then you could put the Ring of MA on a hot bar, press it before reconstructing, press another button to re-equip your Deadly.

    Since BT is going away, I'm starting to toy with building in other sources of damage, like the Battle Rager's harness. I pulled one by accident and it turns out to add 10-60 per shot. I'm also thinking of completely respeccing around the xbow (and spells only for CC)...but more on that later.

    Doubleshot only works on the first bolt from the repeater - but it's great! I fired a 4 shot volley of adrenaline bolts the other day, doing 7500 damage - first time I'd seen that. So, if you have it on it and procs when you adrenaline, you're doing ridiculous damage. (I'm also toying w/the idea of making a Thunderholme great Xbow and maxing doubleshot...)

    I'd recommend Doubleshot over Colors, especially right now b/c COQ is buffing mobs via radiant forcefield and adrenaline. I'd still recommend it over CoQ when that gets fixed b/c DS works all the time, b/c CoQ is only going to be added something every 10 seconds. I suppose we could hot bar these, and switch them every 10 seconds, to maximize their dps, but that seems like too much work

    Additionally, I have to disagree with the other poster about Radiant Forcefield - it blocks 25% of all incoming damage for 20 seconds or so. It's extremely useful in tight situations. It will give you enough breathing room to cast recon when in real trouble and it can be used to run through traps to get the box on the other side. Granted in the highest level content - Haunted Halls - the traps still killed me but in all other content, RF worked out well.

    Finally, you'll want to build one or two Thunderholme repeaters. They can be specced out to produce massive fire damage, negative energy damage, CC and probably the best negative leveling in the game (which helps our spell DCs). Probably Needle will remain the highest base damage repeater - especially if you can bring a lot of multipliable damage - but the Thunderholme ones offer some good choices, too.

  8. #8
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    Default The Best Kind

    Quote Originally Posted by Singular View Post
    How much damage are you producing with Tovens?
    Purple woot woot!

  9. #9
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    Quote Originally Posted by Singular View Post
    Your build looks great.

    I don't recommend bothering with Tovens, but test it yourself. One will drop for you in probably your first run. The heroic level rune arms only add 50% of your spell power to their damage; the epic ones add 80%. On my artie, Tovens hits for something like 400-800 damage while AD hits for 1200-2200. It's possible a fully electric specced artie could make use of it w/lightning motes and perhaps some kind of vulnerable inducing weapon.

    As per the above poster, I recommend Jeweled Cloak and other spell absorption items (it can be used only when needed - just swap your Adamantine cloak in and out, depending on the casters present). Our saves aren't great, it really helps to bolster them with spell absorption (plis is a nice swap-in).

    If you can fit Deadly into there (maybe a ring swap with your Ring of the Master Artificer) Needle will do a lot more damage. If you go the ring swap method, try to get +10/11 deadly +10 resistance. I know +2 to saves doesn't seem like a lot, but it will help in EE. Then you could put the Ring of MA on a hot bar, press it before reconstructing, press another button to re-equip your Deadly.

    Since BT is going away, I'm starting to toy with building in other sources of damage, like the Battle Rager's harness. I pulled one by accident and it turns out to add 10-60 per shot. I'm also thinking of completely respeccing around the xbow (and spells only for CC)...but more on that later.

    Doubleshot only works on the first bolt from the repeater - but it's great! I fired a 4 shot volley of adrenaline bolts the other day, doing 7500 damage - first time I'd seen that. So, if you have it on it and procs when you adrenaline, you're doing ridiculous damage. (I'm also toying w/the idea of making a Thunderholme great Xbow and maxing doubleshot...)

    I'd recommend Doubleshot over Colors, especially right now b/c COQ is buffing mobs via radiant forcefield and adrenaline. I'd still recommend it over CoQ when that gets fixed b/c DS works all the time, b/c CoQ is only going to be added something every 10 seconds. I suppose we could hot bar these, and switch them every 10 seconds, to maximize their dps, but that seems like too much work

    Additionally, I have to disagree with the other poster about Radiant Forcefield - it blocks 25% of all incoming damage for 20 seconds or so. It's extremely useful in tight situations. It will give you enough breathing room to cast recon when in real trouble and it can be used to run through traps to get the box on the other side. Granted in the highest level content - Haunted Halls - the traps still killed me but in all other content, RF worked out well.

    Finally, you'll want to build one or two Thunderholme repeaters. They can be specced out to produce massive fire damage, negative energy damage, CC and probably the best negative leveling in the game (which helps our spell DCs). Probably Needle will remain the highest base damage repeater - especially if you can bring a lot of multipliable damage - but the Thunderholme ones offer some good choices, too.
    First off, thank you for replying to my thread Singular. I find you to be one of the expert buildmakers on artificers and all of your posts about our class has really given me a lot of inspiration on this build.

    I will definitely look towards getting an EE cloak. I also have a PLIS that I use from time to time but I think I would rather swap out the seeker and dodge than the con, PRR and +4 to damage.

    Deadly +11 is on the Dragon Masque, so I'm not sure if the +2 to saves alone is worth swapping out the Ring of Master Artifice. I love those extra powerful heals and it can save me during those "oh ****!" moment heals. I feel like I'd panic and not get the spell off in time while swapping beforehand. XD

    Hmm... Battlerager's Harness, never thought of that. We may have to build around on damage procs seeing how we lost one of our most powerful SLAs. :/ Seeing how fast the ROF of a Repeater is, I'd hate to see us pigeonholed into that style...

    Thank you for the information on Doubleshot! I will probably choose that option over the ESP: Electric and CoQ now.

    And yes, the Thunderholme repeaters look AMAZING. Not sure if I'd wanna give up my Needle though, gotta love them beefy crits and adrenaline. But hey, maybe Shiradi CC abilties with the Thunderholme Xbows are going to pull ahead more, making us support characters. We shall see how the game plays out and what the devs have in store for us.

  10. #10
    Community Member Singular's Avatar
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    Quote Originally Posted by Shrimpboy View Post
    First off, thank you for replying to my thread Singular. I find you to be one of the expert buildmakers on artificers and all of your posts about our class has really given me a lot of inspiration on this build.

    I will definitely look towards getting an EE cloak. I also have a PLIS that I use from time to time but I think I would rather swap out the seeker and dodge than the con, PRR and +4 to damage.

    Deadly +11 is on the Dragon Masque, so I'm not sure if the +2 to saves alone is worth swapping out the Ring of Master Artifice. I love those extra powerful heals and it can save me during those "oh ****!" moment heals. I feel like I'd panic and not get the spell off in time while swapping beforehand. XD

    Hmm... Battlerager's Harness, never thought of that. We may have to build around on damage procs seeing how we lost one of our most powerful SLAs. :/ Seeing how fast the ROF of a Repeater is, I'd hate to see us pigeonholed into that style...

    Thank you for the information on Doubleshot! I will probably choose that option over the ESP: Electric and CoQ now.

    And yes, the Thunderholme repeaters look AMAZING. Not sure if I'd wanna give up my Needle though, gotta love them beefy crits and adrenaline. But hey, maybe Shiradi CC abilties with the Thunderholme Xbows are going to pull ahead more, making us support characters. We shall see how the game plays out and what the devs have in store for us.
    Right back at you

    Wow, yeah, I wasn't thinking. If you've already got deadly +11, you're good to go. Since our saves are so low anyways, I'm not sure a +2 would be worth the extra swapping during panic times, especially since buttons sometimes seem to take more than one press these days. Alternatively, you could put a max (fire) resist/aborb ring + 11 resist as a swap item (for the Double dragon raid). On my sorc, I swap to the Lantern Ring, for extra light damage with every spell - probably not so useful on arties, unless it also went off on our rune arms (mind you, if you're tossing slas constantly, it's a good choice) - and it would buff our light rune arm. Sadly, only lvl 15. The Devs need to give us more rune arm choices!

    Yeah, Doubleshot is good, no doubt. It's worth doing what you can for it and might be worth thinking about min/maxing around it at least for repeater builds. If we give up on kinetic, then we've got a free bracers slot that can be 9% more...

    Anyways, if you are having fun running through etrs, it's worth getting 3Xdoubleshot and 3X spell crits. CoQ is really fun if you're doing regular TRs - about every 10 seconds, you'll just annihilate a bunch of mobs or a box. But if you're not doing TRs, I'd totally ignore this one on an artie. If you're doing the full 3Xpast lives of each, I would guess saving throws and fort for the other two, but whatever suits your purpose.

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    Quote Originally Posted by Singular View Post
    Right back at you

    Wow, yeah, I wasn't thinking. If you've already got deadly +11, you're good to go. Since our saves are so low anyways, I'm not sure a +2 would be worth the extra swapping during panic times, especially since buttons sometimes seem to take more than one press these days. Alternatively, you could put a max (fire) resist/aborb ring + 11 resist as a swap item (for the Double dragon raid). On my sorc, I swap to the Lantern Ring, for extra light damage with every spell - probably not so useful on arties, unless it also went off on our rune arms (mind you, if you're tossing slas constantly, it's a good choice) - and it would buff our light rune arm. Sadly, only lvl 15. The Devs need to give us more rune arm choices!

    Yeah, Doubleshot is good, no doubt. It's worth doing what you can for it and might be worth thinking about min/maxing around it at least for repeater builds. If we give up on kinetic, then we've got a free bracers slot that can be 9% more...

    Anyways, if you are having fun running through etrs, it's worth getting 3Xdoubleshot and 3X spell crits. CoQ is really fun if you're doing regular TRs - about every 10 seconds, you'll just annihilate a bunch of mobs or a box. But if you're not doing TRs, I'd totally ignore this one on an artie. If you're doing the full 3Xpast lives of each, I would guess saving throws and fort for the other two, but whatever suits your purpose.
    Good idea on the fire absorb ring! I haven't played the new content yet and heard the fire damage was crazy. I was concerned about that considering my energy sheathe twist would be electric. I'll get one for that raid

    About the etrs, I was thinking double shot x3, enchant weapon x3, saving throws x3 and skill mastery x3. I figured repeaters are just fine during heroic. The effort for CoQ for regular TRs isn't necessary IMO. Double shot for endgame obviously. Enchant vs Crit is a tough one. Since Crit only effects the elements and sonic, would the 9% extra chance to Crit with energy burst and the occasional primal scream be more than the dps boost of +3 to dam and +9 spell power? Saving throws is obviously the best divine past life for Arties. And I decided skill mastery for the +3 spellpower and trap skills because I figured a +130% fort item +75% racial fort and 3 blade forged past lives (gonna be my sorc lives) would be plenty for EE with an int yugo pot, but correct me if I am wrong.

  12. #12
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    The build looks solid. I would second Singular's comment that Toven's isn't worth it. There are only three rune arms that are worth considering for an endgame arti: Archaic Device, Corruption of Nature (comes with 114 acid spell power), and Turmoil Within (if you happen to have acid spell power slotted somewhere).

    I don't know if you've been following it, but there's been a thread going in the arti section about Optimizing a Pure Arti for EE. Some good thoughts in there about the current state of artis as well as gear ideas.

    Quote Originally Posted by Singular View Post
    The heroic level rune arms only add 50% of your spell power to their damage; the epic ones add 80%.
    I'm curious where you get these numbers from. Did I miss some testing on rune arms and spell power?
    Last edited by CThruTheEgo; 04-08-2014 at 09:43 AM.
    White Feather Sniper: dps focused, 62DC paralyzing arrows human ranged ranger/The Divine Cuisinart: human tempest in divine crusader/Hassan's Assassin: 81DC halfling assassin/The Count of Monte Cristo: human swashbuckler/Dubbell O'Seven: WF artificer
    Abandoned builds: Totally Bass Ackwards/Santa's Little Slayer

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    Quote Originally Posted by CThruTheEgo View Post
    The build looks solid. I would second Singular's comment that Toven's isn't worth it. There are only three rune arms that are worth considering for an endgame arti: Archaic Device, Corruption of Nature (comes with 114 acid spell power), and Turmoil Within (if you happen to have acid spell power slotted somewhere).

    I don't know if you've been following it, but there's been a thread going in the arti section about Optimizing a Pure Arti for EE. Some good thoughts in there about the current state of artis as well as gear ideas.
    Thank you so much for the comment on the build, CThru. Your Dubbell O' Seven build has been a great inspiration to me. I've been following both your thread and Singular's build thread almost religiously for comments and suggestions and ideas. I'm curious to see how artys will adapt to EE without Boulder Toss and our gear restraints.

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    Quote Originally Posted by Singular View Post
    Finally, you'll want to build one or two Thunderholme repeaters. They can be specced out to produce massive fire damage, negative energy damage, CC and probably the best negative leveling in the game (which helps our spell DCs). Probably Needle will remain the highest base damage repeater - especially if you can bring a lot of multipliable damage - but the Thunderholme ones offer some good choices, too.
    So for the Thunderforged Xbows, what effects do you think are best? (For CC, DPS or Debuffs?) All of them look pretty nice, so I'm undecided. And about Boulder Toss, is it even worth keeping in the rotation? And if not, what would you replace it with in Fury AP wise? Thanks.

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    Community Member Singular's Avatar
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    Quote Originally Posted by CThruTheEgo View Post
    The build looks solid. I would second Singular's comment that Toven's isn't worth it. There are only three rune arms that are worth considering for an endgame arti: Archaic Device, Corruption of Nature (comes with 114 acid spell power), and Turmoil Within (if you happen to have acid spell power slotted somewhere).
    I'm curious where you get these numbers from. Did I miss some testing on rune arms and spell power?
    RE: rune arms: I sometimes use the snow one from TOR, and use Glass Cannon to break boxes I also seldomly switch to a fire one when my force one is healing enemies.

    RE: rune arms and spell power. A dev commented that rune arms give 50-80% of spell power. I've noticed that whenever I slot a heroic one, the damage is miserable - and roughly 2/3rds of what my epic rune arms give. So, no, not serious testing - but it's really easy to test yourself. Slot Lucid Dreams, go shoot stuff. Then slot Archaic Device - the damage goes up by about 30-50%. It's quite obvious b/c AD almost always hits for over 200 (usually 3-800 for mine) and LD is usually in the 100-200 range. Toven's is about the same as AD - around 1-200 per shot, making it miserable in epic levels (I sometimes get into arguments with other arties over this - no idea why they are using Tovens at lvl 25! But if they want to be mediocre dps, more power to them).

    I think it's reasonable to concluded that heroic rune arms give 50% and epic ones 80%, though I haven't tried every rune arm and don't know if the percentage actually scales with level. It could be that AD, being only lvl 20, only gets 70% and the lvl 25 ones get 80%. However, if that were true, you'd expect my Turmoil within to do match or do more than my AD, regardless of my spell power commitments (all into force). It doesn't; on my build, AD does more.

  16. #16
    Community Member Singular's Avatar
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    Quote Originally Posted by Shrimpboy View Post
    So for the Thunderforged Xbows, what effects do you think are best? (For CC, DPS or Debuffs?) All of them look pretty nice, so I'm undecided. And about Boulder Toss, is it even worth keeping in the rotation? And if not, what would you replace it with in Fury AP wise? Thanks.
    I think it really depends upon what you are building. I think the best one to get at first is First Degree Burns (as that vulnerable will work on all your magic, and the fire damage from your xbow), then Dragon's Edge, then Crippling Flames. For me, that's a great boss and trash beater.

    However, for those arties running in not-Fury, I'd recommend getting a CC xbow. If you're going to be running these raids a lot, build the above 'fire' one, then a negative damage one, a CC one and consider building a Spellpower/Lore one for whatever your Energy Burst is.

  17. #17
    The Hatchery Wipey's Avatar
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    Quote Originally Posted by Singular View Post
    Since BT is going away, I'm starting to toy with building in other sources of damage, like the Battle Rager's harness. I pulled one by accident and it turns out to add 10-60 per shot.
    Still few runs from 20 on my gimpranger so does it even work on ranged ?

    Even then it's still like 3.5 dmg per shot ?

  18. #18
    Intergalactic Space Crusader
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    I read the above comments and I want to return to play style here and rune arms.

    Singluar and CThruTheEgo both have great builds. I think of the them as the Yin and Yang of the arty world (human and bladeforged). However, going back to play style you may find the need to use your run arms like rings or other pieces of equipment that you swap out based on the baddies you're facing, the quest you're running, or the aim your are trying to achieve.

    I reset and move around my Enhancements, EDs, and sometimes feats depending on the style I want to play or quest/raid particulars. I like the arty, because its about flexability and options.

    Both Toven's Hammer and Lucid Dreams are the only 2 higher level rune arms you can craft on. Both are L19. Rune arms can also be wiped clean and re-crafted on depending on your needs, wants, desires, moods, etc. These arms provide many options for game play. You can craft on them to fill in part of your set-up after making gear changes for a particluar quest/raid you want to run. The key point I want to make is flexability and options.

    For instance, CThruTheEgo will not really need the 10% Exceptional Fort on Toven's, because he is using bladeforged. My L18 bladeforgered arty has 210% fort un-buffed. My cyborg Livmo needs that 10% Exceptional Fort in some of the new content to get higher than 150%. Like switching rings I will switch rune arms when I need the additional fort.

    A chief complaint about Toven's in EE content is that baddies have high reflex saves. However, there are things you can do to make the baddies more suceptable to lightening damage. Sometimes you will land a monster hit for massive electrical damage that is purple with out these tricks. Even better when you can make the baddies moar prone to Toven damage by way of ED or something on all your attacks.

    In general arty rune arms could use some love. The Toven's could be improved for sure! For starters an orange and green augment slot would be nice.

  19. #19
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    Default Singular/Adreneline

    I did not see it in this this thread and I can't find the exact post I'm thinking of, but Singular mentioned in another thread why doubleshot is gr8 with Adrenealine. I run in Fury of the Wild allot. Perhaps he can link it here. I'm not sure if the same post or not, but he also mentions why he uses the human race. You can stack the human and arty action boosts. It might be the Boulder Toss thread. You can stack effects and doubleshot is still great for repeater with Adrenaline, even tho the doublshot only applies to the first bolt.

  20. #20
    Community Member Singular's Avatar
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    Quote Originally Posted by Encair View Post
    Still few runs from 20 on my gimpranger so does it even work on ranged ?

    Even then it's still like 3.5 dmg per shot ?
    I don't know if it works on ranged, but it doesn't say that it doesn't

    It would be an additional 35 dmg/shot, not 3.5. It's not a lot, but its more than I have for sneak attack damage.

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