Heph's Artificer Builds & Guide Repository

kmoustakas

Scourge of Xaos
Stationary enemies at range, medium or longer, you fire 5 shots at them, at best 2 hit them. Usually 1. Never 4-5.
Moving enemies at range, medium or longer, you fire 5 shots at them, 1 to 3 hit them.

The graphic is there, the visual I mean. But not a hit as if they hit the floor or an invisible ceiling.

Stationary enemies at point blank range, you fire 5 shots at them, 1 hits them.
Stationary enemies at close range, you fire 5 shots at them, 3-4 hit them. 4 hit them if you jump, 5 hit them if you jump then move back before the charge drops from 5 to 4

This is with me standing. If I'm also moving, it almost always seems to get 2 to hit but then again that's 2-3 stable charge, can't fire 5 while moving and haven't bothered testing with macrotechnic 4 stable.

This is force shot, acid shot, book shoot (from necronomicanon). Bee shot works normally, cold shot which has no arc (quarantine for example) works normally. Bank shot also works.

Edit: Just refering to the 'shot' issues. Don't get me started on electrical leash (bugged or wai nobody knows) or electrical storm.
 
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Green_Draconis

Not great player but having fun when we can
Thanks, hephaestas! I appreciate the guide, especially as I'm embarking on my first Warforged life as pure ranged Arty. I don't (or didn't) have good enough DC past lives or gear to do caster.

I'm not great player, but am trying to improve and improve my gear despite limited play time. My guild is setting up to do some reaper (R1?) Raids and I think I like the direction I'm heading. However, I don't have most of the items. I've only run a handful of iterations of raids, so do not have those augments or gear. I also haven't run Myth Dranor or Vecna/Morgrave.

I'm running Isle of Dread (Necklace Artifact - 4 Filigree and there seems like a dearth of great necklaces), Wallwatcher set, and Renegade set (Elasticity for 19-20 get +1 multiplier). Myth Dranor cloak and goggles round out the set. I don't have a better repeater than Legendary Stormreach Guardian, but I could probably craft IoD weapon before too long. I don't have IoD slotted in most my gear. What are good things to slot in Claw accessories?

One thing a guildie (Khys) suggested to another was using Epic Strike from Fatesinger. I will say the damage is significant. I have Shiradi for the Mantle and Shadowdancer has so much good stuff to offer, so I took that instead of Legendary Dreadnought or Mech. Do you think this is a reasonable way to go? Also, do the extra ED points adjust the equation? I have 80 ED points with 36 in Shiradi, 21 in Fatesinger (21st is 4th core), and 23 in Shadowdancer (4th core + Bring Darkness).

Also, since I don't seem to be doing much casting, I have switched the Arcane Warrior feat to Legendary Aim. Is that a reasonable change from your Imbue build?

If I could get the Myth Dranor gem for +30 MRR Cap, what would I gain/lose from swapping out Mithral? I could have a good bit higher Dodge (10 or 15%?) for damage reduction and 80 MRR instead of 100 is "only" 5.55%. A reasonable trade?

Finally, for Epic Past lives I usually Brace instead of Ancient Blessings. Might the +3 save be reasonable rather than +15 HAMP/RAMP or do you not usually need the extra help on saves? What save ranges are "good enough" or "in the range to make a difference"?
 
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Hobgoblin

Less Nerfy Nerfy more fixy fixy
Thanks, hephaestas! I appreciate the guide, especially as I'm embarking on my first Warforged life as pure ranged Arty. I don't (or didn't) have good enough DC past lives or gear to do caster.

I'm not great player, but am trying to improve and improve my gear despite limited play time. My guild is setting up to do some reaper (R1?) Raids and I think I like the direction I'm heading. However, I don't have most of the items. I've only run a handful of iterations of raids, so do not have those augments or gear. I also haven't run Myth Dranor or Vecna/Morgrave.

I'm running Isle of Dread (Necklace Artifact - 4 Filigree and there seems like a dearth of great necklaces), Wallwatcher set, and Renegade set (Elasticity for 19-20 get +1 multiplier). Myth Dranor cloak and goggles round out the set. I don't have a better repeater than Legendary Stormreach Guardian, but I could probably craft IoD weapon before too long. I don't have IoD slotted in most my gear. What are good things to slot in Claw accessories?

One thing a guildie (Khys) suggested to another was using Epic Strike from Fatesinger. I will say the damage is significant. I have Shiradi for the Mantle and Shadowdancer has so much good stuff to offer, so I took that instead of Legendary Dreadnought or Mech. Do you think this is a reasonable way to go? Also, do the extra ED points adjust the equation? I have 80 ED points with 36 in Shiradi, 21 in Fatesinger (21st is 4th core), and 23 in Shadowdancer (4th core + Bring Darkness).

Also, since I don't seem to be doing much casting, I have switched the Arcane Warrior feat to Legendary Aim. Is that a reasonable change from your Imbue build?

If I could get the Myth Dranor gem for +30 MRR Cap, what would I gain/lose from swapping out Mithral? I could have a good bit higher Dodge (10 or 15%?) for damage reduction and 80 MRR instead of 100 is "only" 5.55%. A reasonable trade?

Finally, for Epic Past lives I usually Brace instead of Ancient Blessings. Might the +3 save be reasonable rather than +15 HAMP/RAMP or do you not usually need the extra help on saves? What save ranges are "good enough" or "in the range to make a difference"?
3 saves is nothing

hamp is great.

maybe for pushes its better for saves?
 

Hephaestas

Master Artificer
Thanks, hephaestas! I appreciate the guide, especially as I'm embarking on my first Warforged life as pure ranged Arty. I don't (or didn't) have good enough DC past lives or gear to do caster.

I'm not great player, but am trying to improve and improve my gear despite limited play time. My guild is setting up to do some reaper (R1?) Raids and I think I like the direction I'm heading. However, I don't have most of the items. I've only run a handful of iterations of raids, so do not have those augments or gear. I also haven't run Myth Dranor or Vecna/Morgrave.

I'm running Isle of Dread (Necklace Artifact - 4 Filigree and there seems like a dearth of great necklaces), Wallwatcher set, and Renegade set (Elasticity for 19-20 get +1 multiplier). Myth Dranor cloak and goggles round out the set. I don't have a better repeater than Legendary Stormreach Guardian, but I could probably craft IoD weapon before too long. I don't have IoD slotted in most my gear. What are good things to slot in Claw accessories?

One thing a guildie (Khys) suggested to another was using Epic Strike from Fatesinger. I will say the damage is significant. I have Shiradi for the Mantle and Shadowdancer has so much good stuff to offer, so I took that instead of Legendary Dreadnought or Mech. Do you think this is a reasonable way to go? Also, do the extra ED points adjust the equation? I have 80 ED points with 36 in Shiradi, 21 in Fatesinger (21st is 4th core), and 23 in Shadowdancer (4th core + Bring Darkness).

Also, since I don't seem to be doing much casting, I have switched the Arcane Warrior feat to Legendary Aim. Is that a reasonable change from your Imbue build?

If I could get the Myth Dranor gem for +30 MRR Cap, what would I gain/lose from swapping out Mithral? I could have a good bit higher Dodge (10 or 15%?) for damage reduction and 80 MRR instead of 100 is "only" 5.55%. A reasonable trade?

Finally, for Epic Past lives I usually Brace instead of Ancient Blessings. Might the +3 save be reasonable rather than +15 HAMP/RAMP or do you not usually need the extra help on saves? What save ranges are "good enough" or "in the range to make a difference"?
Glad you're having fun, and good luck with the raids and pushes!

For claw accessories slots on a battle engineer, I'd suggest any of the following based on your needs: PRR, MRR, or Sunder. All are at or near the highest values for those attributes.

Regarding Fatesinger vs. Dreadnaught, both are good - I just value dreadnaught more. But if you're using the Fatesinger attack, which is definitely a great option if you don't care for the shadow loss debuff or proccing the Paranoia added damage, the recent bump in maximum destiny points certainly makes it easier to get what is handy out of Fatesinger. That all said... I personally value a +2 multi, +3 threat, 1d6 per sneak dice scaling with force spellpower (and blind on vorpals) ability that also grants me a -5 PRR/MRR debuff for bosses every 5 seconds far more than a +4 threat attack with 2d10 sonic per character level. But that's my preference and I encourage people to try out multiple options. Just wasn't my choice when I was testing out the build.

With regards to Legendary Aim, I don't personally find it necessary unless you're having trouble preventing grazing hits or misses. +5% dodge bypass is a trap and though nice to have, not worth losing out on +40 spellpower to bump all of your spellpower-based procs and imbues and attacks. It can be difficult to get over the 750ish mark on some imbue builds, but Artificer gets a lot of options and doesn't struggle with to-hit much provided you're geared with all the options.

If you can fit in wearing composite, I'd say go for it. Dodge is so incredibly powerful in this game and unfortunately the warforged race gets the short end of the stick with it. More dodge if you can handle the MRR drop is worth it in my opinion, you just might wanna cast Radiant Forcefield more often 😅

As @Hobgoblin said, +3 saves at endgame is virtually nothing. But +15 HAmp for two of the healing amps you use is excellent. In general, if you can hit 80 or above on reflex, you'll be good in MOST content. 90? You're golden. Your Will is gonna be pretty bad but it's ok because between being a construct, Protection From Evil, and having Freedom of Movement you're immune to most things. Fortitude is good to have above 60ish, high 70s and you should find yourself pretty much immune to fort based abilities.

Hope that helps and happy questing!
 

Green_Draconis

Not great player but having fun when we can
The 40% spellpower probably would be better if I played better and cast more of those spells and if I cast more spells then I would get a bump in Ranged Power, but I often just keep shooting. Me problem, I'd guess.

I'm running about 87 Reflex, low 60's will and about 70 Fortitude. The HAMP/RAMP 15 isn't a huge number, but may be more helpful in more situations than the +3 save. +3 save doesn't help at all to a boss doing 1000+ melee damage every swing, after all, while the Amp could help get that back.

The damage ends up being 4d20 per level every 5 seconds which works out pretty well and is usually more than the rest of my damage combined for that hit. I've noticed a big improvement in damage and kills when using Fatesinger Epic Strike rather than Shiradi's Pin. However, Stun for 2 seconds is probably not that great and -5 AC and -10% sonic stacking 3 times may not be that important compared to -5 PRR/MRR which should help everyone do more damage.

I wonder if the 1d6 force per sneak die is that much on pure Arty, even on an (small, as are all range) AoE. I'm thinking I may try the Shadowdancer Epic Strike, but that -10% dodge (bypass limits) sounds helpful. With the extra 5% dodge also bypasing normal dodge limits. Going from 16 to 31 dodge at 100 MRR could help a lot. I imagine Composite (if I ever get Myth Dranor Artifact Gem for MRR Cap +30, so would still be 80) you could pretty easily get 30+ dodge => 45+ dodge which sounds even nicer.
 
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Hephaestas

Master Artificer
The 40% spellpower probably would be better if I played better and cast more of those spells and if I cast more spells then I would get a bump in Ranged Power, but I often just keep shooting. Me problem, I'd guess.

I'm running about 87 Reflex, low 60's will and about 70 Fortitude. The HAMP/RAMP 15 isn't a huge number, but may be more helpful in more situations than the +3 save. +3 save doesn't help at all to a boss doing 1000+ melee damage every swing, after all, while the Amp could help get that back.

The damage ends up being 4d20 per level every 5 seconds which works out pretty well and is usually more than the rest of my damage combined for that hit. I've noticed a big improvement in damage and kills when using Fatesinger Epic Strike rather than Shiradi's Pin. However, Stun for 2 seconds is probably not that great and -5 AC and -10% sonic stacking 3 times may not be that important compared to -5 PRR/MRR which should help everyone do more damage.

I wonder if the 1d6 force per sneak die is that much on pure Arty, even on an (small, as are all range) AoE. I'm thinking I may try the Shadowdancer Epic Strike, but that -10% dodge (bypass limits) sounds helpful. With the extra 5% dodge also bypasing normal dodge limits. Going from 16 to 31 dodge at 100 MRR could help a lot. I imagine Composite (if I ever get Myth Dranor Artifact Gem for MRR Cap +30, so would still be 80) you could pretty easily get 30+ dodge => 45+ dodge which sounds even nicer.
The spellpower isn't about bumping your spells, but your imbue damage and any spell-rider bonuses (like the Shiradi Mantle).

It's true that Harmonic Resonance is a large reason to use the Fatesinger Epic Strike, which meshes really well with a Sonic-based Shiradi Mantle. But since I prefer the Light Damage version for the chance of blinds (and therefore easy chance at sneak attack on a class that needs other ways to get it), I find the best all around bang for my buck is Shadowdancer, as like you mentioned, there is some really nice defensive as well as offensive bonuses wrapped up into that tree. And with the recent bump in points you could likely grab paranoia and some extra dodge/max dodge.

At the end of the day, both are great options and it really comes down to your specific group or playstyle. There's never a one-size-fits-all in this game and each raid party will cover different abilities. If someone in your raid party already covers Shadow Loss from Shadowdancer - by all means, that up's the reason for a different strike dramatically. You're asking the right questions and balancing your build to your character already which is a super awesome way to play. Wishing you the best and hope you have fun with it!
 

Green_Draconis

Not great player but having fun when we can
Going with Dreadnaught brings my standing Max Dodge from 16 to 22. Combine that with Fatesinger Dodge 10% would make it 32. The Dodge didn't seem to kick in when I wasn't shooting something, so maybe I have to target an opponent (or hit). I'm also weighing whether to take Core 4 and Tier 4 of Shadowsinger... or what I'm looking at with your Legendary Dreadnaught - Diplacement (+25% concealment) when action boosts are going. I only have 2 of them, but 15 each (with the Fey ring) may be worth it. Definitely feels like less damage than Shadowsinger Core 4 and Fatesinger Epic Strike, but 32% dodge + 50% concealment sounds a lot more survivable than 16% + 25% concealment.
 

Green_Draconis

Not great player but having fun when we can
One thing I remember, but hadn't seen as much breakdown:

Percentages - Numbers
Dodge percent - adding to a higher percentage can make more of a difference. 0 => 25% Dodge = 1/4 fewer hits. 25 => 50% = 1/3 fewer hits. 74% => 99% = well, crazy amount fewer hits.
Ranged Power - Not a percentage. That means the +40 increase from 240 to 280 (3.4 to 3.8) is less of a percentage increase (1/6) than 80 to 120 (1.8 to 2.2)
Doublestrike / Doubleshot - The more damage you are doing (higher Ranged Power) the bigger the difference, I think.

My Light Power is lower than my Electric Power or 200% of my Ranged Power on my build, so I was thinking more along those lines. However, not much is resistance to Light and some are more vulnerable to Light.

My testing with the group I was running really needed me to do more damage, so I reset my enhancements away from more survivable (Legendary Dreadnaught = Displacement, 6 more Max Dex=+6 dodge, and Shadowdancer's increased dodge) to go with Fatesinger Epic Strike. I always chose Light damage for the Shiradi, but it occurred to me... if I'm making things more vulnerable to Sonic, why not choose that from Shiradi? Seems OK so far and I was surprised how few more monsters are resistance/immune to Sonic compared with Light.

In most situations I can see how Leg Dreadnaught + Shadowdancer Epic Strike would be better. My less geared nature may contribute as well. As soon as I find that Solar MRR Cap I would probably drop Mithral for the extra Dodge...
 
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Green_Draconis

Not great player but having fun when we can
What are your thoughts on the update 70 changes? More double shot = damage, but fewer shots and some delay = fewer proc , which can make a difference (especially for non damage proc like Shiradi paralysis)
 

Harset

Member
Hi Hephaestas! Thank you for all of your hard work! I noticed that your Caster Build says it was from U57 which was quite a while ago, any suggested updates/tweaks to your build since then?
 

Green_Draconis

Not great player but having fun when we can
What are your thoughts on the update 70 changes? More double shot = damage, but fewer shots and some delay = fewer proc , which can make a difference (especially for non damage proc like Shiradi paralysis)
The Shiradi proc drops is noticeable imo. I got the mrr cap augment, which is working well and the higher dodge is noticeably better for all but magic damage.

The endless fusillade hardly noticeably different from sound, but I haven’t tested it.

Would repeater benefit from the alternative option? How much of a hit do repeater and dual xbow take? 33% double shot boost is nice of course , but just damage and not extra proc. 🤔
 

Hephaestas

Master Artificer
Hi Hephaestas! Thank you for all of your hard work! I noticed that your Caster Build says it was from U57 which was quite a while ago, any suggested updates/tweaks to your build since then?
Hey! Sorry I've been a bit busy...just got married!

I have a gearset for (nuker) Arti caster coming out soon. In addition to being busy with recent life changes, I was awaiting to see how the dust settled with Myth Drannor loot. It's difficult given the drop rates, but the payoff in terms of damage, spell DCs, and defenses is well worth it. Stay tuned!
 

Hephaestas

Master Artificer
What are your thoughts on the update 70 changes? More double shot = damage, but fewer shots and some delay = fewer proc , which can make a difference (especially for non damage proc like Shiradi paralysis)
I saw this and though I don't have current plans to revisit repeater arti so soon after trying it relatively recently as far as the meta goes, it does look interesting. So speaking purely theoretical here, I think it changes the gearing of this build more than anything else. You'll likely see a shift in players running repeaters at endgame (as if there really are any at the moment lol) towards focusing on doubleshot way more. Before you'd be lucky to gain a third (or fourth) bolt, but now the playing field is far more leveled against say, a mechanic. Fortunately in my gearset (though it is 5 updates old now) and gearing style for repeaters I focus already on acquiring every bit of doubleshot when possible. So this part won't affect me much.

But what will likely affect my mindset when building a repeater build - sticking with the theme of gear being the main change, I would say that you should be extra conscientious about the crossbow you choose now. The Fire Over Morgrave crossbow looked a lot more appealing when you were getting 4 different ticks a volley; all those procs and chances for cycling debuffs - even with Myth Drannor out. But now I would say the hunt for acquiring a Legendary Repeating Heavy Crossbow of the Golden Age is 100% worth it no matter how you slice it because of the heavier base die.

Just as the bow pass changed bow players to favor action boosts - and haste action boosts at that, I am seeing a shift from repeaters being the "proc kings" of the ranged style they used to be, and shifting into better damage dealers. Even if that makes it a bit less exciting 😅
 

Positive thinking

Well-known member
And your opinion on your repeater builds for levelling thru heroics and for new players on first life toons? Of course based off the new changes in update 70.
 

Hephaestas

Master Artificer
And your opinion on your repeater builds for levelling thru heroics and for new players on first life toons? Of course based off the new changes in update 70.

Yeah, unfortunately hitting harder isn't the issue with most of heroics, and on top of that it's not like doubleshot is as widely available in heroics as it is at endgame. So this change is definitely going to be felt more negatively in heroics way more than epics or legendary levels. That said, I do think repeaters still have the edge when it comes to mowing down mobs in heroics early on (1-10). And I'll tell you why...

The "each volley before the reload portion begins has been increased slightly" mention from the notes is hard to speak on without having done any testing, which I haven't, so I'd encourage you to look to community members who frequent crossbow/ranged builds more than I. That said, a pause that has "increased slightly" certainly doesn't sound like it will have too much of a severe change for repeater users. If anything, with repeater and dual-crossbow being leveled to the same doubleshot ground with every other range, I would argue that repeaters are above dual-shooters now, and still an undisputed ranged king for the first half of heroics. I'd be curious to anyone who has some data on this, but casters are indeed where I tend to spend more of my time these days.
 

Haphazard

Sock Puppet
I can't give repeater build comparison insight as I'm only recently back to them having been playing casters for an age but I am finding my new arti 'stronger' than my previous life which was itself pretty strong (a wild mage). I hit lvl 20 just as the changes came in so never got to try the old expanded clip but I am running through mid epic content in elite and r1 hardly breaking pace.

I've been lazy with doubleshot and still haven't spun up a new sentient gem but at lvl 26 the build has 107% DS and most mobs die with one clip. Using Needle for the base d12. With Patience the crit multi is x5.

Have also been wondering if t5 Darkwood Stalker could work for all the Doubleshot and Ranged Power in that tree. Makes enhancement points very tight though and can't fit in both Fusillade and Shoot First which is probably a deal-breaker. Shoot First really brings the new repeater builds to life IMO by adding in a third AOE especially with such a short cooldown. Arguably its the best of the crossbow AOEs.
 
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