Theorycrafting: Repeater Mechanic / Engineer

unbongwah

Well-known member
Been thinking about how to combine the recent improvements to Mechanic into a crossbow build. While I try to come up with a good reason to use great crossbows, I thought about this twist on repeater Artificer instead.

Gnome Mechanic Engineer
12/8 Artificer/Rogue
Chaotic Neutral Gnome


Level Order

1. Rogue . . . . . 6. Artificer . . .11. Artificer . . .16. Rogue
2. Artificer. . . .7. Artificer. . . 12. Artificer. . . 17. Rogue
3. Artificer. . . .8. Artificer. . . 13. Artificer. . . 18. Rogue
4. Artificer. . . .9. Artificer. . . 14. Rogue . . . . .19. Rogue
5. Artificer. . . 10. Artificer. . . 15. Rogue . . . . .20. Rogue



Stats
. . . . . . . .32pt . . 34pt. . .36pt . . Tome . . Level Up
. . . . . . . .---- . . ----. . .---- . . ----. . .--------
Strength. . . . .6. . . . 6 . . . .6. . . .+2. . . .4: INT
Dexterity . . . 16. . . .16 . . . 16. . . .+3. . . .8: INT
Constitution. . 14. . . .15 . . . 16. . . .+2. . . 12: INT
Intelligence. . 20. . . .20 . . . 20. . . .+2. . . 16: INT
Wisdom. . . . . .8. . . . 8 . . . .8. . . .+2. . . 20: INT
Charisma. . . . .8. . . . 8 . . . .8. . . .+2. . . 24: INT
. . . . . . . . . . . . . . . . . . . . . . . . . .28: INT
. . . . . . . . . . . . . . . . . . . . . . . . . .32: INT

Skills
. . . . . R .A .A .A .A .A .A .A .A .A .A .A .A .R. R .R. R .R. R .R
. . . . . 1 .2 .3 .4 .5 .6 .7 .8 .9 10 11 12 13 14 15 16 17 18 19 20
. . . . .------------------------------------------------------------
Concent . . .1 .1 .1 .3 .1 .3 .1 .1 .1 .1 .1 .1 . . . .1. 3 .1. 1 .1. 23
Repair. . 4 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1. 1 .1. 1 .1. 1 .1. 23
Spellcr . . .3 .1 .3 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1. 1 .1. 1 .1. 1 .1. 23
Disable . 4 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1. 1 .1. 1 .1. 1 .1. 23
Open Lo . 4 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1. 1 .1. 1 .1. 1 .1. 23
Search. . 4 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1. 1 .1. 1 .1. 1 .1. 23
Spot. . . 4 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1. 1 .1. 1 .1. 1 .1. 23
Diplo . . 4 . . . . . . . . . . . 1. . .1 . . 1. . . . 1 .1. 4 .6. 4 .23
UMD . . . 4 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1. 1 .1. 1 .1. 1 .1. 23
Tumble. . 4 . . . . . . . . . . . . . . . . . . .5. 7 .3. 1 . . . . . 20
Heal. . . 2 . . 1. . . . 1. . .1 . . 1. . .1 . . 1 . . 1 . . 1 . . 1 .11
Haggle. . . . . . . . . . . . .1 .1 .1 .1 .1 .1 . . . . . . . . . . . .6
Listen. . 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
Balance . 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
Jump. . . 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
Swim. . . 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
. . . . .------------------------------------------------------------
. . . . .52 10 10 10 10 10 10 11 11 11 11 11 11 15 15 16 16 16 16 16



Feats

.1. . . . : Point Blank Shot
.3. . . . : Precision
.5 Arti . : Precise Shot
.6. . . . : Rapid Shot
.9. . . . : Insightful Reflexes
.9 Arti . : Construct Essence
12. . . . : Improved Critical: Ranged
13 Arti . : Improved Construct Essence
15. . . . : Improved Precise Shot
18. . . . : Quicken Spell OR Weapon Finesse
21 Epic . : Expanded Clip
22 Destiny: Holy Strike
24 Epic . : Patience
25 Destiny: Doubleshot
27 Epic . : Watchful Eye
28 Destiny: Harbinger of Chaos
30 Epic . : Eerie Aim
30 Legend : Scion of: Arborea OR Ethereal Plane
31 Destiny: Legendary Aim
33 Epic . : Overwhelming Critical
34 Destiny: Titan's Blood


Enhancements (Spent: 80 +0r +2u / Max: 80 +0r +2u AP)

Battle Engineer (35 AP)

  • Battle Engineer, Infused Weapons, Infused Armor, Infused Weapons II
    1. Crossbow Training, Thaumaturgical Conduits III
    2. Crossbow Training, Caustic Shot III, Extra Action Boost I
    3. Crossbow Training, Crossbow III, Thundershock Imbue
    4. Crossbow Training, Endless Fusilade, Agility Engine III
    5. Reconstructed Crossbows, Weapon Attachment, Crossbow, Unlock Potential, Tactical Mobility
Mechanic (27 AP)
  • Arbalester, Tanglefoot, Targeting Sights
    1. Sharpshooter, Thunderstone III
    2. Sharpshooter, Improved Traps III
    3. Sharpshooter, Ooze Flask III, Intelligence
    4. Sharpshooter, Fletching III, Line Up and Sit Down
Inquisitive (13 AP)
  • Inquisitive, Hit the Streets
    1. Eye for Accuracy II, Law on Your Side
    2. Observation, Improved Law
    3. What First?: Shoot First, Improved Observation
Harper Agent (6 AP)
  • Agent of Good I
    1. Harper Enchantment, Strategic Combat
    2. Know the Angles I

Destinies (Spent: 68 (56 +12pdp) / Max: 68 (56 +12pdp) AP)

Shiradi Champion (35 AP)

  • Fey Favor, Vision, Audience with the Queen, Fey Countenance
    1. Prism, Pin, Fey Sight II
    2. Stay Loud III, Phase Double III, Enemy of My Own, Healing Spring
    3. Double Rainbow, Pierce Deception, Hunt's End, Otto's Whistler
    4. Cruelty of the Hunt, Track, Queen's Diplomacy, Overwhelming Force, Flickering Fingers III
    5. Nerve Venom, Lore of the Hunt, Feywild Attunement, Inexorable Advance
Fatesinger (17 AP)
  • Fatesinger's Repertoire, Intoxicating Presence, Glitter of Fame
    1. The Pluck of a String, Harmonic Resonance
    2. Pianissimo II, Arrow of Discord
    3. Master the Acoustics III, The Sonata to Serve III
Shadowdancer (16 AP)
  • Shadow Training, Step Through Shadow, The Darkest Luck
    1. Cover of Darkness III, Technician II
    2. Dance in the Dark III
    3. Grim Precision III, Shadowstriker

Features:
  • Artificer 12 to unlock Expanded Clip, Improved Construct Essence, level 4 spells (Repair Critical, Greater Elemental Weapons)
  • Battle Engineer enhancements for +1 crit range & multiplier, Endless Fusilade, etc. aka the usual repeater hijinks.
  • Rogue 8 for access to Mechanic enhancements (traps, new single-target attack), 4d6 sneak attacks, Evasion (upgraded to Improved Evasion at level 26), and Improved Uncanny Dodge for emergencies.
  • 3 heroic AoE attacks and 2 epic AoE attacks
  • Single-target rotation: Line Up and Sit Down, Arrow of Discord, Hunt's End
  • 16-20/x4 critical threat range with Battle Engineer bonuses + Patience
Drawbacks / alternatives:
  • Artificer 12 + Tier-5 Dragonlord builds have 17-20/x5 critical threat range to repeaters; if you've got a ton of racial PLs, you can take gnome's +1 crit range bonus to light repeaters for 16-20/x5. This basically means giving up on Mechanic.
  • Thundershock Imbue scales with Spellpower and this isn't a caster-centric build, though I did max out Spellcraft; nor does this build have electric-immunity stripping. But Law on your Side doesn't work with repeaters (only taking it to unlock Improved Law for +1 Imbue die); and Assassin's Poisoned Coating isn't ideal if you don't have a way of bypassing poison immunity.
  • Still not convinced Mechanic traps are worth it? But if I don't like them, I can just reset APs for something else like Skill Boost and Wand / Scroll Mastery or whatever.
  • Now that DEX to damage is inherent to all crossbows, this would technically also work as DEX-based instead, saving a feat (Insightful Reflexes). But Horizon Walker's No Step Missed is more expensive than Know the Angles, which means probably dropping Inquisitive enhancements (adieu, Shoot First). Plus NSM's recharge mechanic is annoying compared to KtA's SP cost.
Anyway, just trying to organize my thoughts and see if I'm overlooking anything.
 
Last edited:

droid327

Hardcore casual soloist
  • Still not convinced Mechanic traps are worth it? But if I don't like them, I can just reset APs for something else like Skill Boost and Wand / Scroll Mastery or whatever.

I think that's ultimately where this rabbit hole ends. Mechanic isnt actually adding anything to this build, really - you already have RXB prof with Arti, already have Int to dmg in Harper, so you're just getting some incremental damage, 10 RP, and a single-shot single-target attack thats basically just for the CC (350% damage, vs 300% damage on a regular Repeater triplet), and Reapers are immune to KD anyway. Traps dont really do much damage, and you can already AOE blind with Stay Good to enable Sneak attacks, and that's automatic.

So if you were optimizing, you'd probably end up dropping Mech almost entirely, putting 4 more in Harper for the full spend, and then dropping the rest in Assassin for Imbue and Sneak dice.
 

unbongwah

Well-known member
Yeah I still like the 12/8 split for Improved Uncanny Dodge and (eventually) Improved Evasion; but it's hard to argue that Assassin isn't just as good if not better than Mechanic here: up to +3 Imbue dice, +4d6 sneak attacks, and (when the stars align) +20% Doubleshot. If the Fort bypass from Dagger in the Back applies too, that might clinch it.
 

l_remmie

Well-known member
The mechanic tree is the worst in the game.
You need to use a greatcrossbow and be a lvl18 rogue at least to get any real value out of it. It still wont be as good but at that point it at least functions as its own build.
 

Frantik

Well-known member
BE (35 AP)
Inq (12 AP); i'm too lazy to press extra buttons (Observation)
Harper Agent (7 AP)
Gnome (17) --> as you mentioned grabbing +1 crit threat range for light repeaters and gaining +20% health from T5 BE
VKF (11 AP) --> bags you Deflect Arrows + +5% Double Shot
 

Frantik

Well-known member
*Smacks forehead*

Dunno why it never occurred to me that would be allowed, guess I'm so used to maxing out BE weapons line with the same pick.
It surprised me too, almighty unbongwah!
As did healing a groupie thru elec door in pop with Aasimar hands.
 

ShakaDND

Member
The mechanic tree is the worst in the game.
You need to use a greatcrossbow and be a lvl18 rogue at least to get any real value out of it. It still wont be as good but at that point it at least functions as its own build.
Respectfully disagree though I use it t5 for a lvl 20 rogue dagger thrower with t4 vistani. I have high dc for trap making and web things then aoe nuke with t5 bomb and other traps. Pretty sure you get added bonuses for spell crit etc. High hide and ms means you can preset the traps easily. It’s fun as a completely inventive way to play
 

Unk

Well-known member
I am running a great crossbow 12arty/5rog/3barb this life just to see. Great crossbow is not bad I have found switching between repeater every once in a while. I just hate the sound of the repeater. It is definitely a flavor build a mechanic still sucks as a tree.

If the speed up throwing animation and added a little more it would be s little better also they need to update the core with some crit range. Plus putting a tance in the tree would help. I think that would be a starting point in making it a competitive tree.
 

unbongwah

Well-known member
I'm not convinced it's any better than my original idea but I think I am going to try Artificer 12 Arcane Trickster 8. I want to see if Mixed Magics and Magical Ambush make combining spells with repeaters more viable.
 

Br4d

Well-known member
My experience with the Mechanic flasks is that they're slow and given that less impactful than just going full spray with a repeater.

I only play at r1 at this point but I find it hard to believe they'll be good at high reaper due to the duration decreases.
 

droid327

Hardcore casual soloist
I'm not convinced it's any better than my original idea but I think I am going to try Artificer 12 Arcane Trickster 8. I want to see if Mixed Magics and Magical Ambush make combining spells with repeaters more viable.

All Ambush can really offer is making low-level spells Epic-viable, by substituting Sneak Dice for more caster levels and/or larger dice, so thats kind of a sideways move from a 17/3 hybrid caster-arti that already has Epic-viable nuke spells (and isnt very popular, for good reason). The only spells that are already good that it can make better are Epic strikes...but the build pretty much requires you to use SD strike+Paranoia to further leverage your high Sneak Dice, and Ambush doesnt work with DOT type spells, so you're pretty much just talking about boosting Reborn or Holy Fireball or a Macro hammer, and none of those are Force so you'd need to support a second spellpower.

If you could squeeze Tac Det in, and both damage packets procced Ambush separately, that might make the idea worthwhile. But you cant get L6 spells and 8 Rogue, of course.

And even ignoring the problem with spell selection, you'd still be stuck with the issue of not being able to gear well for ranged damage (plus Sneak dice) and caster at the same time. Ambush really wants high Force crit and crit damage, and Force spellpower can be tough to find.
 
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