Harper Warmech 2024

Mary

Well-known member
Harper Warmech 2024
MCMXT


SWF melee artificer warforged; A melee tanky artificer with self reliance incase friends cannot join for 2024.
To play as listed this you need access to warforged, harper, feydark illusionist, +1 race tome, +1 universal, x2 +1 destiny tomes, 32 point build,
Intelligence is main stat +
You rush harper int hit/dmg + know the angles; you can grab mm immunity early from feydark or renegade, fey will give you fear immunity too.
You can trap and disarm, open locks etc. You will use slashing weaps but you could swap this for bludgeoning if you prefer.
In epics your main epic strike is quick cuts, your mantle and epic moment are from machrotech
you take the healing pillar as an off-strike to heal allies or hirelings, or yourself if you are taking burst dmg.

20 Artificer
Warforged
Neutral

Str:· · 10
Dex:· · 10
Con:· · 16
*Int:· · 18
Wis:· · 10
Cha:· · ·8

DR: 2\Adamantine
Immunities: Sleep, Energy Drain, Nausea, Sickness, Exhaustion, Paralysis, Magic Missiles, Fear

Class and Feat
1 · · Artificer(1)· · ·Standard: Single Weapon Fighting
2 · · Artificer(2)· · ·
3 · · Artificer(3)· · ·Standard: Insightful Reflexes
4 · · Artificer(4)· · ·Artificer Bonus: Adamantine Body
· · · · · · · · · · · ·Intelligence: +1 Level up
5 · · Artificer(5)· · ·
6 · · Artificer(6)· · ·Standard: Knight's Training
7 · · Artificer(7)· · ·
8 · · Artificer(8)· · ·Artificer Bonus: Quicken Spell
· · · · · · · · · · · ·Intelligence: +1 Level up
9 · · Artificer(9)· · ·Standard: Improved Single Weapon Fighting
10· · Artificer(10) · ·
11· · Artificer(11) · ·
12· · Artificer(12) · ·Standard: Offhand Versatility
· · · · · · · · · · · ·Artificer Bonus: Improved Critical: Slashing Weapons
· · · · · · · · · · · ·Intelligence: +1 Level up
13· · Artificer(13) · ·
14· · Artificer(14) · ·
15· · Artificer(15) · ·Standard: Greater Single Weapon Fighting
16· · Artificer(16) · ·Artificer Bonus: Maximize Spell
· · · · · · · · · · · ·Intelligence: +1 Level up
17· · Artificer(17) · ·
18· · Artificer(18) · ·Standard: Sap
19· · Artificer(19) · ·
20· · Artificer(20) · ·Artificer Bonus: Extend Spell
· · · · · · · · · · · ·Intelligence: +1 Level up
21· · Epic(1) · · · · ·Epic Feat: Overwhelming Critical
22· · Epic(2) · · · · ·Epic Destiny Feat: Perfect Single Weapon Fighting
23· · Epic(3) · · · · ·
24· · Epic(4) · · · · ·Epic Feat: Toughness
· · · · · · · · · · · ·Intelligence: +1 Level up
25· · Epic(5) · · · · ·Epic Destiny Feat: Doublestrike
26· · Epic(6) · · · · ·
27· · Epic(7) · · · · ·Epic Feat: Intensify Spell
28· · Epic(8) · · · · ·Epic Destiny Feat: Elusive Target
· · · · · · · · · · · ·Intelligence: +1 Level up
29· · Epic(9) · · · · ·
30· · Epic(10)· · · · ·Epic Feat: Embolden Spell
· · · · · · · · · · · ·Legendary: Scion of Mechanus (you can use arborea if you prefer)
31· · Legendary(1)· · ·Epic Destiny Feat: Epic Mage Armor
32· · Legendary(2)· · ·Intelligence: +1 Level up

Skills
Balance · · · · · 2 ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ · · · · · ·10.0 · 19.0
Bluff · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 12.0
Concentration · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 27.0
Diplomacy · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 12.0
Disable Device· · 4 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· ·23.0 · 48.0
Haggle· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 12.0
Heal· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 13.0
Hide· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · ·9.0
Intimidate· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 12.0
Jump· · · · · · · 1 ·1· 1 ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ · · ·11.0 · 22.0
Listen· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 15.0
Move Silently · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 12.0
Open Lock · · · · 4 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· ·23.0 · 37.0
Perform · · · · · 1 · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 1.0 · 13.0
Repair· · · · · · · · · · ·1· 1 ·1· 1 ·2· 2 ·2· 2 ·2· 2 ·1· 1 ·1· 1 ·1· 1 ·1· ·23.0 · 48.0
Search· · · · · · 4 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· ·23.0 · 50.0
Spell Craft · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 31.0
Spot· · · · · · · 4 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· ·23.0 · 38.0
Swim· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · ·6.0
Tumble· · · · · · 2 · · · · · · · · · · · · · · · · · · ·½· ½ ·1· 1 1½ 1½ ·2· ·10.0 · 19.0
Use Magic Device· 4 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· ·23.0 · 39.0


Enhancements: 80 APs, Racial 1, Universal 1

Warforged - Points spent: 7

Core1 Improved Fortification I
Core2 Constitution I
Core3 Improved Fortification II
Core4 Constitution II
Core5 Improved Fortification III

Renegade Mastermaker - Points spent: 41
Core1 Renegade Defender
Tier1 Toughness - 3 Ranks
Tier1 Supporting Construction - 3 Ranks
Core2 Alchemical Shield
Tier2 Kinetic Discharge - 3 Ranks
Tier2 Mighty Slam - 3 Ranks
Tier2 Converter
Core3 Curative Admixture: Cure Serious Wounds
Tier3 Ability I: Renegade Mastermaker: +1 Intelligence
Tier3 Reinforced Armor - 1 Ranks
Tier3 Battlefist
Tier3 Shielding Construct
Core4 Constructive Conduit
Tier4 Reconstruct - 3 Ranks
Tier4 Kinetic Charge
Tier4 Embed Component - 3 Ranks
Tier4 Ability II: Renegade Mastermaker: +1 Intelligence
Tier4 Warding Construct
Core5 Radiant Forcefield
Tier5 Mastermaker
Tier5 Paragon Body
Tier5 Unbreakable Forcefields: Renegade Mastermaker: Automatic Forcefield
Tier5 Regeneration Construct
Core6 Mass Unbreakable Forcefield

Feydark Illusionist - Points spent: 17
Core1 Find Familiar: Illusory Sprite
Tier1 Feydark Explorer - 3 Ranks
Tier1 Study the Arcane - 1 Ranks
Tier2 Reality Bulwark - 3 Ranks
Core2 Ability I: Intelligence
Tier2 Bend Light
Core3 Greater Color Spray
Tier3 Refraction
Tier3 Ability I: Intelligence

Harper Agent - Points spent: 17
Core1 Agent of Good I
Tier1 Strategic Combat I
Tier1 Awareness - 2 Ranks
Core2 Harper Training I: +1 Intelligence
Tier2 Know the Angles - 3 Ranks
Tier3 Strategic Combat II
Tier3 Highly Skilled - 3 Ranks
Tier3 Ability I: +1 Intelligence


Epic Destinies: 40 APs + 16 permanent Destiny Points

Machrotechnic - Points spent: 39

Core1 Maker's Touch
Tier1 Blast Shields - 3 Ranks
Tier1 Tinker Tailoring - 3 Ranks
Tier1 Solid Footing - 1 Ranks
Tier2 Fluidity
Tier2 Radiant Prison
Tier2 Rune Arm Use
Tier2 Forcefield Generator
Tier2 Hammer Time!: Tonquin's Thunder Hammer
Core2 Metamagic Capacitors
Tier3 Improved Aegis
Tier3 Arcane Imbuement - 3 Ranks
Tier3 Technique Drive: Speed Drive - 3 Ranks
Core3 Warding Inscriptions
Tier4 Magical Recoil
Tier4 Boost Drive: Echo Drive
Tier4 Galvanic Attunement
Core4 Armored Augmentation
Tier5 Armor of Legends
Tier5 Critical Connection
Tier5 Maximum Overdrive
Tier5 Forcefield Generator

Fury of the Wild - Points spent: 14
Core1 Die Hard
Tier1 Strength or Swiftness: Quick Cutter - 1 Ranks
Tier1 Enduring - 3 Ranks
Core2 Die Harder
Tier2 Primal Scream
Tier2 Gird against Demons
Core3 Die Harderest
Tier3 Embrace the Pain - 3 Ranks

Exalted Angel - Points spent: 11
Core1 Astral Touch
Tier1 Holy Strike: Healing Pillar
Tier1 Born by Flame - 3 Ranks
Core2 Deepening Faith
Tier2 Saving Grace - 3 Ranks
Tier2 Divine Protection - 1 Ranks
Core3 Angelic Charge


Spells

L1: Inflict Light Damage· · · · · · · · · · Transmutation · 26
L1: Repair Light Damage · · · · · · · · · · Transmutation · 26
L1: Ablative Armor· · · · · · · · · · · · · Abjuration· · · 26
L1: Conjure Bolts · · · · · · · · · · · · · Conjuration · · 26
L1: Enchant Weapons · · · · · · · · · · · · Transmutation · 26
L1: Master's Touch· · · · · · · · · · · · · Divination· · · 26
L1: Resist Energy · · · · · · · · · · · · · Abjuration· · · 26
L2: Inflict Moderate Damage · · · · · · · · Transmutation · 27
L2: Repair Moderate Damage· · · · · · · · · Transmutation · 27
L2: Bear's Endurance· · · · · · · · · · · · Transmutation · 27
L2: Bull's Strength · · · · · · · · · · · · Transmutation · 27
L2: Byeshk Weapons· · · · · · · · · · · · · Transmutation · 27
L2: Curative Admixture: Cure Moderate WoundsConjuration · · 27
L2: Lightning Sphere· · · · · · · · · · · · Abjuration· · · 27
L3: Inflict Serious Damage· · · · · · · · · Transmutation · 28
L3: Repair Serious Damage · · · · · · · · · Transmutation · 28
L3: Adamantine Weapons· · · · · · · · · · · Transmutation · 28
L3: Curative Admixture: Cure Serious Wounds Conjuration · · 28
L3: Curative Admixture: Remove Disease· · · Conjuration · · 28
L3: Shield of Faith, Mass · · · · · · · · · Abjuration· · · 28
L3: Stoneskin · · · · · · · · · · · · · · · Abjuration· · · 28
L4: Inflict Critical Damage · · · · · · · · Transmutation · 29
L4: Repair Critical Damage· · · · · · · · · Transmutation · 29
L4: Armor of Speed· · · · · · · · · · · · · Transmutation · 29
L4: Curative Admixture: Remove Poison · · · Conjuration · · 29
L4: Greater Elemental Weapons · · · · · · · Evocation · · · 29
L4: Protection from Elements· · · · · · · · Abjuration· · · 29
L4: Thundering Armor· · · · · · · · · · · · Evocation · · · 29
L5: Align Weapons · · · · · · · · · · · · · Transmutation · 30
L5: Curative Admixture: Remove Curse· · · · Conjuration · · 30
L5: Prismatic Strike· · · · · · · · · · · · Evocation · · · 30
L5: Radiant Forcefield· · · · · · · · · · · Abjuration· · · 30
L6: Arcane Tempest· · · · · · · · · · · · · Unknown · · · · ·0
L6: Deadly Weapons· · · · · · · · · · · · · Transmutation · 31
L6: Reconstruct · · · · · · · · · · · · · · Transmutation · 31
L6: Tactical Detonation · · · · · · · · · · Evocation · · · 31
 

Zvdegor

Melee Artificer Freak
Couple of questions:
Why Maximize and Intensify on a melee? If you would like to use those feats to increase the Runearm damage you will be disappointed. Without high spell power values Runearm damage cannot be pushed much. Those 2 feats feel like a waste to me.

Same thing with Lightning Hammer in the Machrotechnic tree. Have you got enough support via gearset otherwise it will be just a mosquito bite for the mobs.

Tactical Detonation needs at least 90+ DC to be useful.

What is the difficulty level you plan to run with this build?

Otherwise always happy to see more melee artificer builds on the menu :)
 

DilemmaEnder

Thelanis Player
Couple of questions:
Why Maximize and Intensify on a melee? If you would like to use those feats to increase the Runearm damage you will be disappointed. Without high spell power values Runearm damage cannot be pushed much. Those 2 feats feel like a waste to me.

Same thing with Lightning Hammer in the Machrotechnic tree. Have you got enough support via gearset otherwise it will be just a mosquito bite for the mobs.

Tactical Detonation needs at least 90+ DC to be useful.

What is the difficulty level you plan to run with this build?

Otherwise always happy to see more melee artificer builds on the menu :)
But I thought Core 2 of Macrotechnic said "Metamagic Capacitors: +15% Fortification and +3 to each healing Amp. Your Rune Arms now benefit from the Maximize Spell, Empower Spell and Intensify Spell metamagics if you own those feats. This does not cost Spell Points, and you do not need the Feats toggled on to gain their effects on Rune Arms."

Is this not working?
 

Zvdegor

Melee Artificer Freak
But I thought Core 2 of Macrotechnic said "Metamagic Capacitors: +15% Fortification and +3 to each healing Amp. Your Rune Arms now benefit from the Maximize Spell, Empower Spell and Intensify Spell metamagics if you own those feats. This does not cost Spell Points, and you do not need the Feats toggled on to gain their effects on Rune Arms."

Is this not working?
In my experience everything works as intended you wrote above but the boosted dps of the runearm is disappointing. You have to take minimum 2 metamagic feats and spend points into the Machro tree not to mention the damage of the runerm scales with spellpower which is hard to get around 800+ on a melee build keeping your melee stats at the same time.

IMO it costs too much for a very little dps.

It can be good on hybryd build like bard stormsinger and maybe some kind of Warloxck but on melee arti is just useless
 

DilemmaEnder

Thelanis Player
In looking at OP's build and others like it I always think about how useful the Shielding/Group Shielding is for certain sections of raids.

Not being an arti-main myself I haven't quite figure out the path but I was wondering if this build or another would be appropriate if I wanted to focus more on support/emergency (oh sh-- button) kinda hybrid.

I'm thinking Mid DPS, Max Self-Sustain, Mid Buffs to help at start, Group Shield for key moments or to help recover.

Is this that kinda thing or is there no good answer to Shielding Support Arti?
 

Zvdegor

Melee Artificer Freak
I'm thinking Mid DPS, Max Self-Sustain, Mid Buffs to help at start, Group Shield for key moments or to help recover.
I can help out in this :)


1st lifer version:

I stopped using RMM T5 but u can switch back if needed. But T5 Vistani is very strong. The +20% uncapped dodge puts U around 40% dodge for 20 sec in heavy armor and around 300 AC and PRR.
 
Last edited:

droid327

Hardcore casual soloist
- T5 RMM is for a tank, not a tanky melee. A build like this with nothing in BE is going to be sorely lacking the DPS to ever try to solo meaningful content. Among other things, no crit bonus at all is basically accepting you're a zDPS.

- Agree with others, you're investing too many feats into Runearm damage on a non-caster build. You'd have to make too many tradeoffs on gear - especially your filigrees - to make those feats worthwhile, when your melee damage is already suffering. Remember your Runearm has a Evoc DC too, so you cant just throw Max and Intensify at it and call it a day, because half damage is not enough.

- Feats need a tweak. You dont want Sap. No one wants Sap. I'd drop that, drop the DPS metamagics (Quicken is OK, but also what do you need to Extend?), throw a few more points in DEX or get a tome to pick up Precison (to-hit is DPS), Dodge/Mob/WWA (you have no AOE right now), and trade KT for Bsword prof, so you can take THF Spec at 31 and make use of full SWF attack speed and Strikethrough (especially with Demon Engine if you can get one). You're a melee build, take melee feats.

- Take Adren over Quick Cut, and BM to pair with it since you'll be using Bsword

- For Epic feats, OC, Construct Exemplar, Epic DR. Dont take Toughness - take Shield Mastery, a fourth melee style feat gives more HP now than Toughness does

- Too many throwaway points in Harper, you just need 8 for KTA (you can get Int to Dmg from your Arti spell buff). Feydark is a luxury too, and anything more than GCS is pointless for a non-caster. I'd move those points over to BE, along with any non-RAP spent in Racial, to get that to T5. With a +1 Uni tome, you could conceivably go 32 BE (crit range/HP + 20 MP) 8 Harper 41 RMM, and keep the capstone if you really wanted to retain that tankiness. With +2 Uni you can pick up the BE core 5 for another 20 PRR/15 MRR.
 

Zvdegor

Melee Artificer Freak
- T5 RMM is for a tank, not a tanky melee. A build like this with nothing in BE is going to be sorely lacking the DPS to ever try to solo meaningful content. Among other things, no crit bonus at all is basically accepting you're a zDPS.

- Agree with others, you're investing too many feats into Runearm damage on a non-caster build. You'd have to make too many tradeoffs on gear - especially your filigrees - to make those feats worthwhile, when your melee damage is already suffering. Remember your Runearm has a Evoc DC too, so you cant just throw Max and Intensify at it and call it a day, because half damage is not enough.

- Feats need a tweak. You dont want Sap. No one wants Sap. I'd drop that, drop the DPS metamagics (Quicken is OK, but also what do you need to Extend?), throw a few more points in DEX or get a tome to pick up Precison (to-hit is DPS), Dodge/Mob/WWA (you have no AOE right now), and trade KT for Bsword prof, so you can take THF Spec at 31 and make use of full SWF attack speed and Strikethrough (especially with Demon Engine if you can get one). You're a melee build, take melee feats.

- Take Adren over Quick Cut, and BM to pair with it since you'll be using Bsword

- For Epic feats, OC, Construct Exemplar, Epic DR. Dont take Toughness - take Shield Mastery, a fourth melee style feat gives more HP now than Toughness does

- Too many throwaway points in Harper, you just need 8 for KTA (you can get Int to Dmg from your Arti spell buff). Feydark is a luxury too, and anything more than GCS is pointless for a non-caster. I'd move those points over to BE, along with any non-RAP spent in Racial, to get that to T5. With a +1 Uni tome, you could conceivably go 32 BE (crit range/HP + 20 MP) 8 Harper 41 RMM, and keep the capstone if you really wanted to retain that tankiness. With +2 Uni you can pick up the BE core 5 for another 20 PRR/15 MRR.
Extend is only good for one thing, to make Tenser's duration longer (and also other selfbuffs but those are individual preferences)
In the current state BE is weak for a melee Arti. Vistani is better. BE tree needs a little bit of buff from the Devs.
BE is very goid for ranged for heroic leveling and also for endgame.
 

droid327

Hardcore casual soloist
In the current state BE is weak for a melee Arti. Vistani is better. BE tree needs a little bit of buff from the Devs.
BE is very goid for ranged for heroic leveling and also for endgame.

Probably, but that's a major shift in what the OP seems to be intending. Though sure, you could go 31 or 32 VKF, 8 Harper, 41 RMM too, but you'd really miss some of the other VKF T5s.

Bsword SWF+THF with Demon Engine is pretty solid at endgame, and BE isnt that weak - its got an Imbue you'd otherwise lack, some PRR/MRR in the cores for a tanky melee, 10% Dstrike 20 MP 4 Imbue dice, Haste Boost with 3 extra charges, 20% Strikethrough. Definitely more value for RXB Arti with the AOE shots, but there's some value still.
 

Zvdegor

Melee Artificer Freak
Probably, but that's a major shift in what the OP seems to be intending. Though sure, you could go 31 or 32 VKF, 8 Harper, 41 RMM too, but you'd really miss some of the other VKF T5s.

Bsword SWF+THF with Demon Engine is pretty solid at endgame, and BE isnt that weak - its got an Imbue you'd otherwise lack, some PRR/MRR in the cores for a tanky melee, 10% Dstrike 20 MP 4 Imbue dice, Haste Boost with 3 extra charges, 20% Strikethrough. Definitely more value for RXB Arti with the AOE shots, but there's some value still.
I went 41 Vistani, 31 RMM, 7 harper, 1 ES and 2 Dragon Lord.
I used to play in T5 RMM but switch to T5 Vistani for the DPS and I did not regret it.
 
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