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!