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Artificer Build Paths for Beginners (Read 25577 times)
Ah Pook
Puppy Farmer
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Posts: 1439
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th
, 2014
Re: Artificer Build Paths for Beginners
Reply #50 -
Apr 29
th
, 2017 at 4:43pm
Print Post
Revaulting wrote
on Apr 29
th
, 2017 at 4:02pm:
You say that like you're trying to punish them.
It's why shadar-kai is the natural choice.
Daggertooth wrote
on Apr 14
th
, 2017 at 6:52pm:
I'm pretty fucking sure I am a special snowflake.
Frank wrote
on Apr 2
nd
, 2017 at 8:32am:
Laugh it up, funny man.
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Frank
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I Love Drama!
Posts: 1429
Joined: Jan 14
th
, 2016
Re: Artificer Build Paths for Beginners
Reply #51 -
May 1
st
, 2017 at 2:45am
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5 Foot Step wrote
on Apr 29
th
, 2017 at 1:33pm:
Newb UMD @ level 9
12 ranks
3 cha
3 skill focus
3 AP
3 guild
3 competence
2 morale
2 arti knowledge
1 luck
= d20+32
We all know 65% isn't quite 65% when it comes to UMD, but it only gets better from there. Also, they chose to play an Artificer, so this is what they signed up for.
So 50% if you swap sf:umd for heavy armor proficiency. I'd take the armor. More survivability, and just the same out of combat casting capability.
No, let me be Frank.
Digimonk wrote
on Dec 8
th
, 2016 at 12:39pm:
I've had multiple RoSS rot just from doing the explorer points in Sands across multiple lives since it is exclusive.
Smart players know how to use buyback.
Digimonk wrote
on Dec 22
nd
, 2016 at 1:58pm:
I will not chone.
I did what I did intentionally and while my primary purpose was not to annoy the other Vaulties, I acknowledge that it was a side effect.
Smart people don't elicit "side effects." They understand in advance the consequences of their actions.
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5 Foot Step
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th
, 2014
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Re: Artificer Build Paths for Beginners
Reply #52 -
May 3
rd
, 2017 at 10:32am
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Proposed spell progression for both trees, focusing on rare scrolls:
Level 1 (Artificer)
Spell (1): Enchant Weapons
Spell (1): Conjure Bolts
Level 2 (Artificer)
Spell (1): Curative Admixture: Cure Light Wounds
Level 3 (Artificer)
Spell (2): Elemental Weapons
Level 4 (Artificer)
Spell (1): Enchant Armor
Level 5 (Artificer)
Spell (2): Curative Admixture: Cure Moderate Wounds
Level 6 (Artificer)
Spell (3): Flame Turret
Level 7 (Artificer)
Spell (3): Positive Energy Infusion
Level 8 (Artificer)
Spell (3): Curative Admixture: Remove Disease
Level 9 (Artificer)
Spell (4): Armor of Speed
Level 10 (Artificer)
Spell (4): Cold Iron Weapons
Level 11 (Artificer)
Spell (4): Thundering Armor
Level 12 (Artificer)
Spell (5): Prismatic Strike
Level 13 (Artificer)
Spell (5): Planar Weapons
Level 14 (Artificer)
Spell (5): Silver Weapons
Level 15 (Artificer)
Spell (6): Blade Barrier
Level 16 (Artificer)
Spell (6): Tactical Detonation
Level 17 (Artificer)
Spell (5): Radiant Forcefield
Level 18 (Artificer)
Spell (5): Curative Admixture: Remove Curse
Level 19 (Artificer)
Spell (4): Curative Admixture: Remove Poison
Level 20 (Artificer)
Spell (3): Curative Admixture: Cure Serious Wounds
Build links
Endgame Gear Guide
Cannith Crafting Planner link
Warning: May contain outdated cultural depictions.
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Revaulting
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rd
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Re: Artificer Build Paths for Beginners
Reply #53 -
May 3
rd
, 2017 at 7:22pm
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Those CurAd spells ... add a spell point cost + a possible spell failure percentage + slow arcing toss attack & miss chance to a potion. Gain aoe that half the time still somehow doesn't include your target. What other spells take a perfectly working item in game and make it worse?
Yeah, I'm not a fan.
Silence is golden, but I only get silver rolls.
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