Artificer : Race for construct...

Archest

Well-known member
Thinking of doing an Artificer and using Construct feats to make it living construct. rather then starting warforged. was thinking Drow at 1st till I saw the effects of losing the race abilities in place of the new construct which are similar to Drow pale master undead ( water breathing) with repair being the reason for the change in race. to compliment with a pale master like self healing skill .

looking to use melee and rune arm , with electrical and force spell powers.
thinking human for the extra feat : would it still be available once I reached living construct state?

not familiar with the living construct aspect and the changes that actually take place from the change in race.

Question: what actually changes from the human race to living construct race?
does it open the warforged enhancement tree ?
 

unbongwah

Well-known member
does it open the warforged enhancement tree ?
No, you keep your original race's tree. But it effectively gives you all of the benefits of being a Warforged:
  • 100% base healing from Repair spells and 100% damage from Rust.
  • Immunity to Sleep, Hold Person, Energy Drain, Nauseated, Exhausted, and Paralyzed effects except those which physically hold you in place
  • Immunity to ability score damage from natural poisons and natural diseases (but are vulnerable to those that specifically affect wood or metal)
  • +10 Racial bonus to saving throws against magical poisons, and do not fail saving throws against them on a roll of a natural 1 (this renders you immune to magical poisons with a DC of less than 11+your Fortitude save)
  • You may remain underwater indefinitely without the need to breathe.
  • When resting at a Rest Shrine, the health you regain is now based on your Repair skill instead of your Heal skill.
 

kmoustakas

Scourge of Xaos
Human if you plan to take dragonmark of making.

Half-elf with warlock dilitante and dragonmark of storm is so much fun though.

Tabaxi because pew pew pew zoom pew pew pew zoom.
 

Archest

Well-known member
Note at level 7 , melee is not working out even though I've 2 melee power and 0 ranged powers its seems I've bound to use a repeater ... need to study why. single weapon fighting with no shield? since cant use a rune arm with two handed weapons....
 

eartheyes

outerspacetruth
Note at level 7 , melee is not working out even though I've 2 melee power and 0 ranged powers its seems I've bound to use a repeater ... need to study why. single weapon fighting with no shield? since cant use a rune arm with two handed weapons....
run the tides turn, get a chimera's breath and use a bastard sword.
 

unbongwah

Well-known member
Note at level 7 , melee is not working out even though I've 2 melee power and 0 ranged powers its seems I've bound to use a repeater ... need to study why. single weapon fighting with no shield? since cant use a rune arm with two handed weapons....
Even with zero extra ranged feats, repeater DPS is just insanely front-loaded compared to other weapons / combat styles: high rate of fire boosted by Arty's free Rapid Reload; proc-on-hit damage from Runearms, lightning Imbue, and Arty buffs; AoE damage from Shatter Defenses; easy access to INT to damage from either Harper Agent or Insightful Damage spell. It's gonna be a while before SWF catches up.
 

l_remmie

Well-known member
Curious on the rationale. Can this be explained further?
The main thing is healing.
A fleshy with the 2 construct feats ends up with a base 100% repair and 75% positive healing factor. A robot only 100% repair and 50% positive (or lower for bladeforged). That 25% base matters a lot. In higher reaper it means all the random healing you get actually keeps you on your feet.

Also warforged armor options truly suck. There is no medium and mithril body is stuck with low heroic scaling.
A fleshy can swap between light and medium whenever you want evasion.

As for the lvl12 thing. The first construct feat only gives 50%repair. Its the second that makes it great. Taking both at 12 lets you skip those 3 levels of awkwardness. Its just a preference for me.
 

kmoustakas

Scourge of Xaos
Even with zero extra ranged feats, repeater DPS is just insanely front-loaded compared to other weapons / combat styles: high rate of fire boosted by Arty's free Rapid Reload; proc-on-hit damage from Runearms, lightning Imbue, and Arty buffs; AoE damage from Shatter Defenses; easy access to INT to damage from either Harper Agent or Insightful Damage spell. It's gonna be a while before SWF catches up.
The trick is repeater 1-6, blast rod 6-14 (with puppy healing you), melee 15 onwards, inquisitor in epics!
 

Archest

Well-known member
healing is good for the most part . I dont care for so many things being in conflict from having to keep reloading rune arm buff because you read a scroll to having the turret spell as a summoned creature timer... these are nerfs can live without. especially since there is no crowd control other than grease which effects friend as well as foe. and seems to work more on friend than foe. DPS is good enough to cause argo from across the map yet poor enough to not stop the beasts from catching up with you. I think ranged power could be better as its about 40 at heroic cap since the entire toon is geared around ranged power. I guess one can convert at epic level into melee but the only help for melee in heroics is harper tree. I shot per mob attack for a one shot kill which cant even kill a spider with more than 3 shots regardless of type of shot from the tree. its ok sol long as you have someone taking argo you can whittle down hp from the back of the pack to help . one of the reasons I wanted to have sword and board another thing is the inability to control the level of the rune arm with the type of damaged caused means having to change spell powers and lore as you change rune arms.. I mean your firing 3 shots very very slowly yet not even taking out a single weak target like an epic spider from Servants of the Overlord at level 20. can take a hit or three but it doesn't matter when you getting mobbed and haven't any dps which should have with rune arm spell powered extra damage... yet is it power by spell power or ranged power? its a mess in pure form, so using this class as a summoner class is out of the question.
 

eartheyes

outerspacetruth
healing is good for the most part . I dont care for so many things being in conflict from having to keep reloading rune arm buff because you read a scroll to having the turret spell as a summoned creature timer... these are nerfs can live without. especially since there is no crowd control other than grease which effects friend as well as foe. and seems to work more on friend than foe. DPS is good enough to cause argo from across the map yet poor enough to not stop the beasts from catching up with you. I think ranged power could be better as its about 40 at heroic cap since the entire toon is geared around ranged power. I guess one can convert at epic level into melee but the only help for melee in heroics is harper tree. I shot per mob attack for a one shot kill which cant even kill a spider with more than 3 shots regardless of type of shot from the tree. its ok sol long as you have someone taking argo you can whittle down hp from the back of the pack to help . one of the reasons I wanted to have sword and board another thing is the inability to control the level of the rune arm with the type of damaged caused means having to change spell powers and lore as you change rune arms.. I mean your firing 3 shots very very slowly yet not even taking out a single weak target like an epic spider from Servants of the Overlord at level 20. can take a hit or three but it doesn't matter when you getting mobbed and haven't any dps which should have with rune arm spell powered extra damage... yet is it power by spell power or ranged power? its a mess in pure form, so using this class as a summoner class is out of the question.
you are running melee arti right? grease is your only cc? what level are you? renegade mastermaker has a cleave that slows, a stun and a slam with a knock down? lightning sphere dazes prismatic strike cc's and debuffs... and then of course tactical D is amazing spell!!!
im not sure what level you are but to say arti only cc is grease feels a little unfair...yeah you dont have disco balls or mass holds, but artis do have cc...maybe not as much as you want, but its there if you know where to look.
 

Archest

Well-known member
you are running melee arti right? grease is your only cc? what level are you? renegade mastermaker has a cleave that slows, a stun and a slam with a knock down? lightning sphere dazes prismatic strike cc's and debuffs... and then of course tactical D is amazing spell!!!
im not sure what level you are but to say arti only cc is grease feels a little unfair...yeah you dont have disco balls or mass holds, but artis do have cc...maybe not as much as you want, but its there if you know where to look.
no, ranged repeater. the argo is insane since the damage doesn't warrant it. even after waiting for the melee to engage the mob 1st. its not unfair since you cant use grease as its limited to particular times , more bothersome to have turret connected to summons timer even with a scroll summon. so it very much limits the ability's of a summoner . tho you do have a weak pet dog that is virtually useless that can be used at the same time but a level 5 umbral worg will out last it. there is plenty of defense to a point possibly more if i had more into the Renegade Mastermaker enhancements lightning spear is a hit and miss for daze and is limited to max cap of 10 until epic +10. so apparently the dev's saw a use for it and decided to add it in epics . since this current state is ranged crossbow and not melee I've not gone SWF as I intended too. the notes are from the current perspective as a ranged mob argo target and the lack of survivability and crowd control needed for it. or greater dps from ranged shots its great to damage a lot of stuff but stopping it in in tracks is another thing ( haven't used technical detonation at all) the fact the artificer is electrical at heart is wanting damageability a lot as well chain lighting and lightning bolt do little to none to beat back charging mobs ( unlike castors spells of the same) gave up improved precise shot as it wouldn't shoot though the teleporter at a target dummy on the ship so it wasn't working as expected. in conclusion, its not unfair to say there is no crowd control with a ranged artificer.
 

unbongwah

Well-known member
Some folks unaware of Healer's Friend...3 AP vs 2 feats is a no brainer. Robots rule.
It's only a 1-feat gain once you factor in Warforged body feat; which becomes a zero-feat gain if it's human vs Warforged.

That also doesn't fix the main issue with body feats vs actual armor, i.e., fixed max DEX bonus rather than scaling the way armor does. Particularly noticeable when you get to Legendary gear: e.g., most endgame plate armor has MDB 6 while Adamantine Body is still locked to MDB 1. Or you take Mithral Body for Evasion, you're stuck with base MDB 5 while your fleshie counterparts are mostly in the MDB 12 to 20 range. When you're trying to squeeze as much DEX / Dodge bonus out of your toon as possible, it makes a difference.
 

Archest

Well-known member
will respect for melee as I concentrated on dex base 19 for improve precise shot which was a waste. headed to harper and intel to hit and damage with the melee power from it still not sure of the rune arm force damage is melee power or spell power... it hits for 50's hp in a few places in the damage specs yet I get 700 from the main source (critical ranged shot) ... why am i putting anything into spell power if its not being used ?
 
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