Author Topic: I need tips on playing a Zerth Artificer. Currently 9th level.  (Read 7166 times)

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CantripN

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I need tips on playing a Zerth Artificer. Currently 9th level.
« on: November 12, 2010, 09:32:39 PM »
I'm playing an Artificer, and I'm new to 4e. I've been around D&D for long enough to know right from wrong, but this is still new to me.
The rest of the party are a Wizard, Ranger, Swordmage and a Cleric, all rather good at what they do.
I'm not looking to be broken, just wondering if there's anything important I'm missing out on (...and no, I will not be using throwing knives, crossbows or a greatspear, even though they might be better!)

Also, what Path should I take at 11th? Remember, I can pick from Artificer, Swordmage and Githzerai options!

Zerth, level 9
Githzerai, Artificer
Versatile Expertise: Versatile Expertise (Heavy Blade)
Versatile Expertise: Versatile Expertise (Unarmed)

FINAL ABILITY SCORES
Str 8, Con 14, Dex 10, Int 22, Wis 16, Cha 10.

STARTING ABILITY SCORES
Str 8, Con 13, Dex 10, Int 18, Wis 13, Cha 10.

AC: 24 Fort: 19 Reflex: 22 Will: 20
HP: 66 Surges: 9 Surge Value: 16

TRAINED SKILLS
Arcana +15, History +15, Thievery +9 (+15 for Traps), Dungeoneering +12, Perception +12 (+16 for Traps), Athletics +10

UNTRAINED SKILLS
Acrobatics +6, Bluff +4, Diplomacy +4, Endurance +6, Heal +7, Insight +7, Intimidate +4, Nature +7, Religion +10, Stealth +4, Streetwise +4

FEATS
Artificer: Ritual Caster
Level 1: Githzerai Blade Master (Prof. in Fullblade, +2 Damage)
Level 2: Heart of the Blade (Fullblade as Implement, Swordbond, Athletics)
Level 4: White Lotus Riposte (After using an At-Will, 6 damage on target if it attacks me per attack)
Level 6: Versatile Expertise (+1 Attack on everything)
Level 8: Mark of Healing (Grant Save with [Healing])

POWERS
Artificer at-will 1: Magic Weapon (Melee, +17 AC, 1d12+10, Allies: +1 Attack / +3 Damage)
Artificer at-will 1: Ethereal Chill (Area Burst 1 / Ranged 5, +13 Reflex, 1d8+10 Cold)
Healing Infusion:
Healing Infusion: Resistive Formula (+1 AC Power, Surge +2 Temp. HP)
Artificer encounter 1: Drain Speed (Ranged 10, +13 AC, 1d10+10 Necrotic, Ally: +2 Speed, 5 Temp. HP)
Artificer daily 1: Punishing Eye (Ranged 5, Area 3, Moves 3 as a Move Action, +6 Psychic)
Artificer utility 2: Use Magic Item (Use 2 Daily Item Powers)
Artificer encounter 3: Shocking Feedback (Ranged 5/10, +16 AC, 2d12+10 Lightning, Ally: Resist 5 All)
Artificer daily 5: Warweaver's Tether (Ranged 5/10, +16 AC, 3d12+10, Push 4, Miss: Half Damage, Push 2, Self: Tether Teleport (10) At-Will Move).
Artificer utility 6: Energy Conversion (Ranged 10, Immediate Interrupt, Resist 8, 8 Temp. HP)
Artificer encounter 7: Gale-Force Infusion (Area Burst 2 (all enemies) / Ranged 10, +13 Reflex, 1d10+10, Slide 2, Ally: +4 AC Power for 1 round)
Artificer daily 9: Lightning Motes (Close Burst 3 (all enemies), +13 Reflex, 2d6+10 Lightning, 5 Ongoing Lightning, Daze on Hit)

ITEMS
Ritual Book, Farbond Spellblade Fullblade +2, Shared Valor Leather Armor +2, Adventurer's Kit, Healer's Brooch +2, Diamond Bracers (heroic tier), Gadgeteer's Goggles (heroic tier), Thieves' Tools
RITUALS
Brew Potion, Disenchant Magic Item, Enchant Magic Item, Make Whole

Current plans until 12th:
Paragon Path:
Storvakal (fluff-wise, it's perfect!)
Rebalanced Mind (11th) - Reduce Penalty to Attack/Saves/Ability Checks by 2. Nice, since it's not uncommon.
Restoring Action (11th) - On using an Action Point, Roll a Save vs. every effect on me. Nice, since you'll usually want more actions when disabled anyway.
Mind Bar (16th) - +2 to defenses vs. Charm/Fear/Psychic.
Encounter Power 11th: Probability Travel (WOW!!!) (Close Blast 5 (All Enemies), INT + 4 vs. Will, 3d10+INT, Teleport 1+WIS squares, Allies: Teleport WIS squares)
Daily Power 12th: Wind of Reprisal (Immediate Interrupt, when missed by a ranged attack, redirect it to an enemy and Teleport 5+WIS squares)
Daily Power 20th:  Excoriating Strands (AMAZING!!!) (Close Burst 2 (All Enemies), INT + 6 vs. Fort, 3d10+INT, Target loses all Resistances and Immunities (ignores Resist and Insubstantial on this attack, too), Save Ends. Miss: Half Damage, but same effect!)

Powers:
10th - Healing Figurine
Feats:
10th - Adept Power (Lightning Motes => Arcane Deflection)
11th - White Lotus Master Riposte
12th - Enhanced Resistive Formula
« Last Edit: November 22, 2010, 03:42:31 PM by CantripN »
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optimus

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Re: I need tips on playing a Zerth Artificer. Currently 9th level.
« Reply #1 on: November 15, 2010, 05:12:17 AM »
the information is very useful and i use your post to complete my levels and now i am on 8th thanks if i completed before you then i will completely help you

CantripN

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Re: I need tips on playing a Zerth Artificer. Currently 9th level.
« Reply #2 on: November 15, 2010, 01:16:27 PM »
the information is very useful and i use your post to complete my levels and now i am on 8th thanks if i completed before you then i will completely help you

Glad to be of help. This is actually proving to be a very useful PC, and fun to play, to boot! My only problem is items. There are simply too many for me to review!
Read, every day, something no one else is reading. Think, every day, something no one else is thinking. Do, every day, something no one else would be silly enough to do. It is bad for the mind to be always part of unanimity.

awaken DM golem

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Re: I need tips on playing a Zerth Artificer. Currently 9th level.
« Reply #3 on: November 16, 2010, 09:51:46 PM »
Powers and Items, were the things the "hordes" at wotc CO were good at.
They took a lot of time to get through all that stuff (most of it mediocre at best).
It's all about the combos. They've gotten most of the low hanging fruit.

imho - Artificer is the superior item crafter and item+money loop fixer, at early levels.
Everybody else trying to do that, has to get Mark of Making, then retrain it away at level 4.
But that's the problem, Arty is effectively down a class feature at level 4.
Worse, is to get the Enchant ritual, via the local town selling you one.
That's dirt cheap whether level 4 or later.

Arty can always take Master Crafter (?name) feat,
for the +Int to the level of item they can make. This is expensive, or very expensive.
Throw in the Essentials feats for every tier "errata" super buff, and it gets good.
Epic feats at level 1? Sign me up.
This pushes the Feat + Item combos to much earlier levels,
and maybe some Power and Ppath interactions too.
Expense can be reduced via Duplicate ritual, and abusing it (evil grin).
That's it. Thems the tricks.

CantripN

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Re: I need tips on playing a Zerth Artificer. Currently 9th level.
« Reply #4 on: November 18, 2010, 10:38:51 AM »
Alright, I'd made some changes. Farbond Spellblade instead of a Gith Silver Blade, and some more focus of healing.
Read, every day, something no one else is reading. Think, every day, something no one else is thinking. Do, every day, something no one else would be silly enough to do. It is bad for the mind to be always part of unanimity.

CantripN

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Re: I need tips on playing a Zerth Artificer. Currently 9th level.
« Reply #5 on: December 16, 2010, 08:27:04 AM »
Some updates for whoever is making an Artificer are below. It's proving quite effective, so far (level 10)!

Level 9 - [spoiler]Zerth, level 9
Githzerai, Artificer
Versatile Expertise: Versatile Expertise (Heavy Blade)
Versatile Expertise: Versatile Expertise (Crossbow)

FINAL ABILITY SCORES
Str 8, Con 14, Dex 10, Int 22, Wis 16, Cha 10.

STARTING ABILITY SCORES
Str 8, Con 13, Dex 10, Int 18, Wis 13, Cha 10.


AC: 24 Fort: 19 Reflex: 22 Will: 20
HP: 66 Surges: 8 Surge Value: 16

TRAINED SKILLS
Arcana +15, History +15, Thievery +9, Dungeoneering +12, Perception +12, Athletics +10

UNTRAINED SKILLS
Acrobatics +6, Bluff +4, Diplomacy +4, Endurance +6, Heal +7, Insight +7, Intimidate +4, Nature +7, Religion +10, Stealth +4, Streetwise +4

FEATS
Artificer: Ritual Caster
Level 1: Githzerai Blade Master
Level 2: Heart of the Blade
Level 4: White Lotus Riposte
Level 6: Versatile Expertise
Level 8: Mark of Healing

POWERS
Artificer at-will 1: Magic Weapon
Artificer at-will 1: Ethereal Chill
Healing Infusion: Healing Infusion: Resistive Formula
Artificer encounter 1: Drain Speed
Artificer daily 1: Punishing Eye
Artificer utility 2: Use Magic Item
Artificer encounter 3: Shocking Feedback
Artificer daily 5: Warweaver's Tether
Artificer utility 6: Energy Conversion
Artificer encounter 7: Gale-Force Infusion
Artificer daily 9: Lightning Motes

ITEMS
Ritual Book, Shared Valor Leather Armor +2, Adventurer's Kit, Gadgeteer's Goggles (heroic tier), Healer's Brooch +2, Farbond Spellblade Fullblade +2, Diamond Bracers (heroic tier), Dice of Auspicious Fortune (paragon tier)
RITUALS
Brew Potion, Disenchant Magic Item, Enchant Magic Item, Make Whole[/spoiler]

Level 10:
Feat -
Utility Power - Healing Figurine
Retrain (Feat) - Heart of the Blade => ???

Level 11:
Paragon Path - Spell Commander
Feat - Enhanced Resistive Formula
Retrain (Feat) - Mark of Healing => White Lotus Master Riposte

Level 12:
Feat - Distant Shot
Retrain (Encounter Power) - Gale-Force Infusion => Debilitating Intercession

Level 13:
Encounter Power - Drain Speed => Bond of Transference

Level 14:
Feat - ???

Level 15:
Daily Power - Warweaver's Tether => Spellmaster's Pawn

Level 16:
Utility Power - Iron Hide Infusion
Feat - ???

Level 16 Items:
Ritual Book, Adventurer's Kit, Gadgeteer's Goggles (heroic tier), Diamond Bracers (heroic tier), Dice of Auspicious Fortune (paragon tier), Dwarven Throwers (heroic tier), Belt of Sonnlinor Righteousness (heroic tier), Teamstrike Tattoo (paragon tier), Amulet of Elusive Prey +3, Farbond Spellblade Fullblade +4, Shared Valor Feyleather Armor +4, Premonition Ring (paragon tier), Ghoststride Boots (paragon tier)
« Last Edit: December 18, 2010, 07:14:13 AM by CantripN »
Read, every day, something no one else is reading. Think, every day, something no one else is thinking. Do, every day, something no one else would be silly enough to do. It is bad for the mind to be always part of unanimity.

CantripN

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Re: I need tips on playing a Zerth Artificer. Currently 9th level.
« Reply #6 on: February 11, 2011, 08:03:00 PM »
Yet another update, and a new (?) discovery!

Paragon Path: White Raven (Warlord)!
Resistive Formula at level 11 with Enhanced Resistive Formula, Arcane Familiar (Dragonmark Reflection) and White Raven grants Temp HP = CON x 2, +6 Familiar, +2/Ally White Raven.
Assuming a party of 5, as is usual, CON 20, and the Familiar, that's Surge+26 to 2 Allies, and (Surge+26)/2 to you. Huge!
Read, every day, something no one else is reading. Think, every day, something no one else is thinking. Do, every day, something no one else would be silly enough to do. It is bad for the mind to be always part of unanimity.

CantripN

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Re: I need tips on playing a Zerth Artificer. Currently 9th level.
« Reply #7 on: May 23, 2011, 08:18:01 PM »
Update:
With the new INT/CON Warforged, you can now play one of those as an Artificer!
Benefits:
Reparation Apparatus works on yourself!
Why is that a good thing?
Shield of Fellowship - allows you to transfer THP to an Ally, adding 3 to the total. Plus, it's a lot easier to boost your own Surge Value than an Ally's.
Plus, Warforged Resolve is a lot of THP.

Other candidates are Dwarves and Dragonborn, but are less worth your time. Both get, or can get, CON to Surge Value.

Example at level 16:
THP:
HP: 120 (Surge Value = 120/4 + 4 Quick Recovery Feat + 2 Battle-Scarred Champion + 3 Amulet of Vigor = 39) - Included Toughness, and 23 CON.
Resistive Infusion = 39 + 2xCON (12) + 2d6 Apparatus + 6 Familiar + 10 Allies = 67+2d6 // 70+2d6 // (67+2d6)/2 = ~188 THP per Surge...
Warforged Resolve = 14 + 2d6 Apparatus + 2/Ally

« Last Edit: May 29, 2011, 10:04:54 PM by CantripN »
Read, every day, something no one else is reading. Think, every day, something no one else is thinking. Do, every day, something no one else would be silly enough to do. It is bad for the mind to be always part of unanimity.

Banor

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Re: I need tips on playing a Zerth Artificer. Currently 9th level.
« Reply #8 on: May 28, 2011, 04:37:28 PM »
Quote from: Reparation Appartus
Property: When you use a healing power on a construct, that creature regains an additional 2d6 hit points. When you use a power to grant temporary hit points to a construct, that creature gains an additional 2d6 temporary hit points.

Unfortunatly as a Warforged you do not qualify for being a Construct as they removed the text that said that you were considered a Contruct for all purposes

Quote from: Warforged Living Construct Trait Post-Errata
Living Construct: You are a living construct. You do not need to eat, drink, breathe, or sleep. You never make Endurance checks to resist the effect of starvation, thirst, or suffocation. All other conditions and effects affect you normally.

CantripN

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Re: I need tips on playing a Zerth Artificer. Currently 9th level.
« Reply #9 on: May 28, 2011, 11:49:51 PM »
You are a living Costruct  says, to me and all I know, that you're a special kind of Construct, but one nonetheless.
Read, every day, something no one else is reading. Think, every day, something no one else is thinking. Do, every day, something no one else would be silly enough to do. It is bad for the mind to be always part of unanimity.

Banor

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Re: I need tips on playing a Zerth Artificer. Currently 9th level.
« Reply #10 on: May 29, 2011, 02:41:19 AM »
Well they did pull out specifically the part about a Warforged being a construct for all purposes. Nothing prevents you using it in a Home Game, but if your plan is LFR play, you should consider this before buying the gloves. Even in an home game, I'd ask the DM first what he think about it before doing so.