JakLee wrote on Oct 31
st, 2011 at 7:33pm:
I read the stuff in regards to healing, but I was more interested in Offensive Caster spells, Cometfall, Chain/Ball Lightning, acid rain, circle of death, disitrgrate, ect.... with the bonus to caster level an arti gets just how effective would you be? Considering you also get some direct damage stuff like BB and the lightning spells that arti's get that is...
As far as offensive spells, Blade Barrier is an artificer spell, which is boosted by the force line. If you only get one line of spell boosts, go with force. Lightning spells are decent, but anything that has non elemental damage components (blade barrier, tactical detonation, prismatic fun, in other words, all the top end spells). It might work on the inflict damage line, but not sure yet. Not too many constructs at my level that aren't dead when I think to use the nukes. As far as scrolled attack spells go, usually those are not worth using. Saves are capped pretty low, and you don't get to boost them with your capstone. If you end up scrolling attack spells, make sure they are ones that work even if the enemy makes the save, and assume they work at the reduced effectiveness (IE, Heal scrolls on undead are basically 75 damage a shot, plus mastery). If you happen to run into some scrolls that are good enough to use, of course use them, but don't expect that to be a significant source of damage. Wands would be nice, except they cap at low level spells. Clickies are usually low level spells as well, but sometimes you get lucky.
Now, regarding scrolls of the specific spells you mentioned:
Cometfall would be effectively level 15, which means you get 14 dice out of it. It is a reflex save, so anything with evasion will basically ignore it. Chain and Ball Lightning, Ball would be level 14, chain level 16, so 14 or 16 dice, but again reflex. Acid rain has no save, except the first one, but is only 11 dice. Circle of Death gives you two saves. Disintegrate would be 30 dice, if the enemy doesn't save (fort, most things have high fort saves) to drop the damage down to 18-30.
Still, that doesn't matter, as Blade barrier is the best spell in the game. If it moves, blade barrier can annihilate it. The only down side is the expense of a maximized, empowered, quickened, blade barrier. At least artificers don't need heighten, but on the other hand, they don't have nearly enough spell points to throw blade barriers everywhere. Just kite things until you get to the end, then kill everything with three.

(Important note: I do not recommend reading the last paragraph as a serious suggestion. Blade Barrier is nice, especially against mobile enemies. However, it is not the super ultimate kill everything in three attacks spell I'm implying. It takes up to 6 sometimes, and if you have the whole quest on you, chances are a couple of them will save enough to survive, silly monsters that they are! Erm... I'm not good at being serious right now, sorry.)