Can a Flavor Build Still Shine? My Human Dragonmarked Artificer Journey

Sook

Well-known member
Hey everyone, I’d love some thoughts from more experienced players. I’m working on a 3rd-life Artificer that’s more about flavor and fun than pure optimization. I’m not trying to push R10s, but I’d like to be solid enough to hold my own and contribute.

Here’s the theme:
  • Human with a Dragonmark
  • Taking the feats to become a construct
  • A Caster Artificer who uses a rune arm
  • Able to handle traps
  • Ideally, the pet can still be useful during heroics (but I’m realistic here
I’ll be soloing most of the time, taking it slow, exploring, finding traps, and actually reading the quest text again. I’ll go up to level 34 and join friends for endgame when I get there.

I just want the build to work—not perfect, not broken. I’m open to trying different enhancement trees, but I’d love feedback on feats, stats, and general setup to avoid rookie mistakes.

Thanks in advance for any tips or reality checks.
 

unbongwah

Well-known member
Caster Artificer builds are all pretty much the same: max INT & CON, load up on metamagics and Spell Focus, fill out Arcanotechnician tree, blah blah blah.

Gimping flavoring it as a human with Dragonmarks and Augment Summoning feats doesn't alter much, other than wasting diverting feats and APs away from DPS boosts. 41-44 APs Arcanotechnician for the capstone and Tier-5s / 12 APs human for Greater Dragonmark of Making is the baseline, then spend remaining APs on what you like: e.g., Harper Agent for extra INT and Harper Leadership; Feydark Illusionist for Greater Color Spray and You've Got My Back; Renegade Mastermaker for repair amp and possibly Reconstruct SLA.

For Epic Destinies, probably some combo of Draconic + Macrotechnic, with maybe Primal Avatar or Magus on the side.
 

Enoach

Well-known member
In all things you have to define what you mean by "work"

This can range from be a valuable member of a party, solo specific quest, solo R10 quests or solo Raid(s), etc.

I say this because you have to try hard to make a build that doesn't work. I come from a perspective where I played G.I.M.P. (Getting into multi-class playing) rules where we had 3 random classes and from level 4 on it was random which class would be leveled up.
I personally think this is one of the best parts of DDO is that you can be successful with a flavor build based on your definition of success. Sure it
might not have the MAX of anything and power gamers may scoff but the question is are you having fun?
 

Sook

Well-known member
Caster Artificer builds are all pretty much the same: max INT & CON, load up on metamagics and Spell Focus, fill out Arcanotechnician tree, blah blah blah.

Gimping flavoring it as a human with Dragonmarks and Augment Summoning feats doesn't alter much, other than wasting diverting feats and APs away from DPS boosts. 41-44 APs Arcanotechnician for the capstone and Tier-5s / 12 APs human for Greater Dragonmark of Making is the baseline, then spend remaining APs on what you like: e.g., Harper Agent for extra INT and Harper Leadership; Feydark Illusionist for Greater Color Spray and You've Got My Back; Renegade Mastermaker for repair amp and possibly Reconstruct SLA.

For Epic Destinies, probably some combo of Draconic + Macrotechnic, with maybe Primal Avatar or Magus on the side.
I really appreciate the feedback.

How many action points am I diverting to get the greater mark? That will help with context and perspective.

Also, for the flavor feats…. Least dragon mark, the two needed to become a construct…. Given that I’m playing human and get the extra feat I’m thinking that’s a little gimp mitigation there. What feats are absolute staples in your mind that I’m putting pressure on?
 

Sook

Well-known member
In all things you have to define what you mean by "work"

This can range from be a valuable member of a party, solo specific quest, solo R10 quests or solo Raid(s), etc.

I say this because you have to try hard to make a build that doesn't work. I come from a perspective where I played G.I.M.P. (Getting into multi-class playing) rules where we had 3 random classes and from level 4 on it was random which class would be leveled up.
I personally think this is one of the best parts of DDO is that you can be successful with a flavor build based on your definition of success. Sure it
might not have the MAX of anything and power gamers may scoff but the question is are you having fun?

Perfect! Thanks for that.

I want to have fun with it…. Success is fun and successfully getting to level 34…. While being able to join my friends (who have low expectations of me hahah).

I’d like to win kills and someone contributing. Mostly what’s…. Very few raids in my life.
 

svenofnein

Well-known member
In all things you have to define what you mean by "work"

This can range from be a valuable member of a party, solo specific quest, solo R10 quests or solo Raid(s), etc.

I say this because you have to try hard to make a build that doesn't work. I come from a perspective where I played G.I.M.P. (Getting into multi-class playing) rules where we had 3 random classes and from level 4 on it was random which class would be leveled up.
I personally think this is one of the best parts of DDO is that you can be successful with a flavor build based on your definition of success. Sure it
might not have the MAX of anything and power gamers may scoff but the question is are you having fun?

GIMP sounds fun.

Be like having to play your character after the quick random rebuild from the epic TR where you just burn thru and throw any feat in to get back to level 1. Whee, two handed fighting and shield mastery and single weapon fighting and bard past life...
 

Phaaze

Well-known member
As far as leveling goes how powerful something is often comes down to gear, past lives and reaper points and less to do with build. Once you hit cap the thing that effects character power the most is the right gear.

For example, if I built my main with all its past lives and crap as a gimpy throwing hammer build it would still dominate compared to newer players on good builds in heroics.
 

unbongwah

Well-known member
How many action points am I diverting to get the greater mark?
Minimum 5 APs but it requires 10 APs in the human tree to unlock Greater DM. So 12 APs for Spellpower Boost, +1 INT, max Dragonmark line (7 pts), then 2 more pts on filler like Action Surge.
Also, for the flavor feats…. Least dragon mark, the two needed to become a construct…. Given that I’m playing human and get the extra feat I’m thinking that’s a little gimp mitigation there. What feats are absolute staples in your mind that I’m putting pressure on?
There are plenty of heroic feats to go around, where things get tight is in epics, especially if we're making Draconic Incarnation our primary ED.

So I'm thinking something like this:
Cannith Blastificer
Artificer 20
True Neutral Human


Stats
. . . . . . . .32pt . . Level Up
. . . . . . . .---- . . --------
Strength. . . . .8. . . .4: INT
Dexterity . . . .8. . . .8: INT
Constitution. . 18. . . 12: INT
Intelligence. . 18. . . 16: INT
Wisdom. . . . . .8. . . 20: INT
Charisma. . . . .8. . . 24: INT
. . . . . . . . . . . . 28: INT
. . . . . . . . . . . . 32: INT


Feats

.1. . . . : Insightful Reflexes
.1 Human. : Augment Summoning
.3. . . . : Least Dragonmark: Making
.4 Arti . : Maximize Spell
.6. . . . : Quicken Spell
.8 Arti . : Empower Spell
.9. . . . : Spell Focus: Evocation
12. . . . : Construct Essence
12 Arti . : Improved Construct Essence
15. . . . : Greater Spell Focus: Evocation
16 Arti . : Enlarge Spell
18. . . . : Discipline
20 Arti . : Extend Spell
21 Epic . : Construct Exemplar OR Wellspring of Power
22 Destiny: Epic Spell Power: Electricity
24 Epic . : Epic Spell Focus: Evocation OR Burst of Glacial Wrath OR Improved Augment Summoning
25 Destiny: Epic Spell Power: Force OR Crush Weakness
27 Epic . : Ruin
28 Destiny: Arcane Pulse OR Deific Warding
30 Epic . : Greater Ruin
30 Legend : Scion of: Plane of Air OR Mechanus
31 Destiny: Spell Specialty: Illusion
33 Epic . : Intensify Spell OR Embolden Spell
34 Destiny: Titan's Blood


Enhancements (Spent: 80 +0r +1u / Max: 80 +0r +1u AP)

Arcanotechnician (44 AP)

  • Arcanotechnician, Palliative Admixture, Thaumaturgical Battery, Lightning Bolt, Runic Efficacy, Arcane Empowerment
    1. Spell Critical, Wand and Scroll Mastery III
    2. Imbue Defender III, Spell Critical, Shocking Vulnerability III
    3. Automated Repairs III, Spell Critical, Intelligence
    4. Arcane Engine III, Spell Critical, Intelligence
    5. Master Defender III, Evocation Focus III, Arcane Mechanism III, Charged Recoil
Feydark Illusionist (15 AP)
  • Find Familiar: Fox, Ability Score I: Intelligence, Greater Color Spray
    1. Twist Reality, Study the Arcane III
    2. You've Got My Back
    3. Refraction, Intelligence
Human (12 AP)
  • Spell Power Boost, Intelligence
    1. Dragonmark Focus: Cannith III, Don't Count Me Out II
    2. Lesser Dragonmark: Cannith
    3. Greater Dragonmark: Cannith
Renegade Mastermaker (6 AP)
  • Renegade Defender, Alchemical Shield
    1. Easily Fixed, Supporting Construction III
Battle Engineer (4 AP)
  • Battle Engineer
    1. Thaumaturgical Conduits III

Destinies (Spent: 69 (56 +13pdp) / Max: 69 (56 +13pdp) AP)

Draconic Incarnation (39 AP)

  • Draconic Bloodline: Blue, Draconic Heritage, Elemental Blood, Draconic Heritage II
    1. Dragonhide III, Dragon Breath
    2. Draconic Presence III, Attune the Arcane
    3. Scales of the Dragon, Daunting-Roar, Inevitable, Draconic Spell Focus: Evocation III
    4. Improve Dragon Breath: Gaping Maw, Dragonspeed, Maximize III
    5. Bring About Destruction, Ruin Intensified, Dragonform, Spread Your Wings, Enhanced Draconic Spell Focus III
Machrotechnic (23 AP)
  • Maker's Touch, Metamagic Capacitors, Warding Inscriptions, Armored Augmentation
    1. Sprockets III, Tinker Tailoring III, Blast Shields III
    2. Tonquin's Lightning Hammer
    3. Efficiency Drive III, Storm Core III
    4. Spark Drive
Magus of the Eclipse (7 AP)
  • Touched by the Moon
    1. Imperceptible Casting III, Great Summoner III
At low levels, I suggest using repeaters. Even with zero ranged feats, it's still gonna be better DPS than trying to spam Static Shock. Put those early APs into Harper Agent and Battle Engineer. Around level 6 is when I would go all-in on Battle Engineer and take the first three SLAs as well as Iron Defender buffs. Then when you get to epics, respec again by dropping the BE SLAs except for maybe Lightning Motes, which is still useful for the electric-vulnerability proc.

For the first 11 levels, I'd use potions, Admixtures, and hirelings for healing; then at level 12 you can grab both Construct Essences and switch to full-time Repair mode.

Discipline is for the extra threat reduction from Imperceptible Casting, you can skip it if you're not using Magus.
 

Sook

Well-known member
Wow, I sincerely appreciate the comprehensive reply. Thanks a bunch. Now I have something to work on. Thanks a bunch!
 

droid327

Hardcore casual soloist
The only thing I'll add is take both construct essence feats at the same time at L12. You either want full healing from positive admixture or full repair healing, not penalized to both at the same time.

Any half decent build can level in elite or legendary hard. It just will be slower and more deliberate.
 

Sook

Well-known member
The only thing I'll add is take both construct essence feats at the same time at L12. You either want full healing from positive admixture or full repair healing, not penalized to both at the same time.

Any half decent build can level in elite or legendary hard. It just will be slower and more deliberate.
Great advise. Thanks for that input. Going slow and using my head is exactly how I like to play. Thanks for that.
 

Sook

Well-known member
Just wanted to say... Got em to level 12 last night. All solo.... It has been such a blast to play. The pet keeps surprising me! haha
 

Mokune

Well-known member
I've an alt that needs an Arti life and Deep Gnome life. I've also really enjoyed pairing AoTS Eldritch Blast with other classes. That being said, I am planning a Deep Gnome with 1 Wiz, 4 AoTS and 15 Arti. Taking some T5 Renegade Mastermaker for no ASF in Heavier Armor and Repair Aura. Feydark Illusionist (as one does) and the rest mixing TS and SE.
Not ideal but will run my ass off blasting the bejeebus out of mobs.
 

Igognito

Well-known member
Just wanted to say... Got em to level 12 last night. All solo.... It has been such a blast to play. The pet keeps surprising me! haha
Nice! It might be a bit late now, but you need to have a bit of wisdom for spot. Also keep all the time good trapping items.
Runearms are fun, but often misfire 😑. I played my previous life with everything on the runearm. I could solo ER1 and legendary elite (but I had to take it slow). Heroics was a walk.
 

Ratman

Well-known member
Guys you may be making this too complicated. The problem is from what I see (at least from my perspective) is when they reduced caster level and nerfed literally the best damage dealer for elemental users — dragon breath.

What good is a +2 breath DC bonus with cards when you literally lost approximately 65% of your firepower??

This change really took it to the tail end of the pooch because it makes you not a really viable raid DPS vs melee. Why is melee anywhere NEAR spell damage? Thats just ridiculous and goes against everything that D&D has ever been. It’s just not fair to raise Melee that way. In addition? To be really survivable you almost have to don Medium Armor because it is really the way you have to go (stupid for a caster to have to do to be survivable in end game) to get decent MRR, AC, and the like. It’s literally the only way I have found to be truly r10 or raid worthy. I’m a fire Sorc and I run medium, have an ac around 230 (in reaper, 98 reaper points) a PRR 181 and an MRR around 260 buffed. 380 fort. I have close to 1400 fire spell power with all clickies and toggles and 100% crit.

When I experiment as a caster without the armor, either high dodge, light, or robes, etc? I’m dead faster than you can imagine even with 4000 fully buffed & temp HP. If I can’t burn them down as fast, so that’s the only way to stay viable. It’s frustrating getting locked out of raid groups because if a DPS melee becomes available that’s how it goes. That’s not fun. Need to restore caster level or step up spell power in legendary levels to like +50 per legendary level. This doesn’t seem balanced, despite the stated goal of game balance. I really hope changes ensue.
 
Top