- #Searing heights ddo mod#
- #Searing heights ddo upgrade#
- #Searing heights ddo full#
- #Searing heights ddo windows 10#
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#Searing heights ddo full#
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#Searing heights ddo upgrade#
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#Searing heights ddo mod#
Once you have this I would spend the next 16 points into the Dwarf enhancement tree untill you get the "Throw you weight around" enhancement which allows you to apply you CON mod to dmg instead of STR mod. As for the enhancement trees I suggest spending the first point on the Eldritch Strike in order to get more damage output in the battle field. This is for the initial building phase only and not the enhancement trees just to clarify the information. With your remanding points i suggest to max out CON and put rest into INT. I highly recommend the use of these feats as they offer a higher dmg output as well as strike everything that stands around you making them essential for mobs. This mixed with the artificer's Insightful Strikes spell (allows INT mod for attacks) allowed me to not put alot of points into the STR when initially building him though I do reccommend at least 13 points into STR stat in the begining in order to have access to the Power Attack Feat as this is a prerequisite for the Cleave and Great Cleave feats. A bonus to using the dwarf is he has an enhancement that allows him to use his CON mod for weapon damage. I have test ran both styles and come to the conclusion of using the dwarf as the build is multiclassed with 2 spell casters I will have plenty of spell slots for the needed spell.
Both of these ways will save you from having to use up one of your precious Feats as you level. Second was to make the toon a dwarf to get the feat for dwarven axe's but with this one I would have to use up a spell slot for the Master's Touch spell in order to give the dwarf the ability to use them. One was to use the Chimera's Breath rune arm which give automatic feat for Bswords proficiency but this would limit my ability to use new and stronger rune arms as I leveled up. As I was thinking of ways to get around needing to use an extra feat for the proficiency of the weapon I had 2 choices. I was stuck between dwarven axe's and bastard swords due to the fact they have the highest damage for a one handed weapon as well as offered more damage through glancing blows which hit enimies around you as you swing them.
knowing that this was going to be a melee build with the artificer having a rune arm I wasnt sure at first what type of weapon to use but I did know I wanted a high damage output. I have choosen the multiclass of arti/wiz due to the fact they both share the main stat of INT as well as after careful experimentation I have found that the artificer's elemental and weapon enhancements will stack with the eldritch knights weapon enhancements. First off I started with my vet 4 status which allows me to build a level 4 toon right out of the gate or I should say right off the ship lol. I think I have finally landed on a keeper with this new build. After the new eldritch knight enhancement tree came out I knew I had to have one and have spent the last week or so testing various builds in multiclassing it with various styles.