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Artificer Tips & Tricks

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Artificer Tips & Tricks

Post  Commodore on Wed Sep 21, 2011 4:18 am

This is a collection of killer tips that many may not know about this new class. Feel free to add tips!

1. Currently, if your dog has Trip and/or Sunder it will place boxes, barrels, and explosive barrels as priority targets before they attack an enemy. This will also cause the dog to stand still, get stuck on a door, or walk through (elite) traps. Therefore, build a dog that lacks both Trip and Sunder.

2. Boss Kiting/Crowd Control tactic: Plant Scorching Turret, plant Blade Barrier on Turret, activate your striding 30/haste/exp retreat, activate Endless Fusillade ("Tommy Gunning"). Shoot & Kite

3. Arcane Spell Failure affects arcane spells. Artificer 'spells' that you can cast are typed as infusions, which is neither arcane nor divine. Any spell that you cast from a scroll that is arcane and infusion is counted as arcane. Same for any scroll that is on both the divine and
arcane lists. What does this mean in reality? You're only rolling against Arcane Spell Failure when using scrolls that have sorc or wizard as the useable classes.

4. If you like using Rune Arms on the move, investing in Rune Arm Overcharge is a good idea. The charge speed between standing still and moving on stable charge tiers is no different.

5. The Rune Arms can charge while you are standing still performing some actions. Starting to charge just before you open a chest or hit a valve can means you will have a few charge tiers built after the object is used.


6. Alternatively, if you know where critters will come from, start charging the Rune Arm and let your Iron Defender open the door or fetch some critters. This lets you start the fight by firing your Rune Arm.


7. Rune Arms are generally great for standing still and poor while in motion, as your run speed is decreased. Charging should be started when you know an encounter is ahead, don't need the run speed, or if you are trying to be prepared for the unexpected.


8. Higher charge tiers not only take longer to charge up, but also longer to cool back down after use. After firing a high charge tier you will still run slowly until your Rune Arm cools all the way down.


9. If you need to move a little after charging the Rune Arm, try to move only a short distance (about 1-3 feet). Any further and your Rune Arm will not be at maximum charge by the time your finger is ready to fire the Rune Arm.


10. Damage wise, it is often better to go to your maximum charge to fire instead of doing lots of little shots.


11. If possible, carry at least one Rune Arm with either Force or Light damage for highly elemental resistant critters.


12. Take some time to practice with each new type of Rune Arm shot (Chaotic bolts, bolts, balls, cones, and spray shots). They each have their own intricacies to get used to for targeting and firing.


13. The way that some shot types fire can change at different tiers. The spray shot, for instance, has a straight shot on charge tiers 1 and 3, but not charge tier 2. In some narrow halls the spray shot could be completely ineffective because all the side shots hit the narrow wall instead.

14. Elemental Weapons is designed to work on all weapons. Insightful Strikes and Damage is made to work only on the main hand weapon, so umd'in a scroll doesnt work. You need to mem it.


Aandre (Fighter) - Mississippee (Spellsinger Bard) - Gharrick (Warchanter Bard) - Dogfaced (Intimitank) - Comodore (Ranger) - Joltin (Ranger) - Loca (Rogue) - Frobozz (CC Wizard) - RicFlair (Cleric) Pappalardi (KotC Paladin).

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