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Battle Engineer enhancements

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Class Artificer - Dog Barbarian Bard Cleric Druid - Wolf Favored Soul Fighter Monk
AT BE FB OS Rav SB SS WC DD RS War NW SH AoV War Ken StD Van HeM NiS Shi
Paladin Patron Ranger Rogue Sorcerer Warlock Wizard
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Free to Play Drow Dwarf Elf - AA Halfling Human
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Iconic Heroes Bladeforged Deep Gnome Morninglord - AA PDK Shadar-kai

Battle Engineer enhancements

Battle Engineer enhancements tree

Core abilities[edit]

Icon Enhancement Battle Engineer.png
Battle Engineer: Your equipped rune arm grants you +8 Universal Spell Power when it is charged to Charge Tier 1.
AP Cost: 1 Ranks: 1 Progression: 0 Requires: Artificer Level 1
Icon Enhancement Infused Weapons.png
Infused Weapons: Your equipped weapon in your main hand gains +1 to its Enhancement bonus. Additionally, you gain +1 bonus to your attack roll to confirm a critical hit, and a +1 bonus to the damage of your critical hits (before multipliers). Your equipped rune arm grants you an additional +8 Universal Spell Power when it is charged to Charge Tier 2, for a total of +16.
AP Cost: 1 Ranks: 1 Progression: 5 Requires: Battle Engineer, Artificer Level 3
Icon Enhancement Infused Armor.png
Infused Armor: Your equipped armor gains +1 to its Enhancement bonus. Additionally, your equipped armor grants you +5 PRR and -10% ASF. (Artificer Infusions are not affected by ASF, but this assists with scroll use.) Your equipped rune arm grants you an additional +8 Universal Spell Power when it is charged to Charge Tier 3, for a total of +24.
AP Cost: 1 Ranks: 1 Progression: 10 Requires: Infused Weapons, Artificer Level 6
Icon Enhancement Infused Weapons 2.png
Infused Weapons: Your equipped weapon in your main hand gains an additional +1 to its Enhancement bonus, for a total of +2. You also gain an additional +1 bonus to your attack roll to confirm a critical hit, and a +1 bonus to the damage of your critical hits (before multipliers), for a total of +2. Your equipped rune arm grants you an additional +8 Universal Spell Power when it is charged to Charge Tier 4, for a total of +32.
AP Cost: 1 Ranks: 1 Progression: 20 Requires: Infused Armor, Artificer Level 12
Icon Enhancement Infused Armor 2.png
Infused Armor: Your equipped armor gains an additional +1 to its Enhancement bonus, for a total of +2. Your equipped armor also grants you an additional +5 PRR for a total of +10 and an additional -10% ASF for a total of -20%. (Artificer Infusions are not affected by ASF, but this assists with scroll use.) Your equipped rune arm grants you an additional +8 Universal Spell Power when it is charged to Charge Tier 5, for a total of +40.
AP Cost: 1 Ranks: 1 Progression: 30 Requires: Infused Weapons, Artificer Level 18
Icon Enhancement Master Engineer.png
Master Engineer: You gain +2 Intelligence. The Enhancement bonus of your armor and your equipped weapon in your main hand are each increased by an additional +1, for a total of +3. Your equipped weapon in your main hand is now a Spellcasting Implement, providing a +3 Implement bonus to Universal Spell Power for every +1 Enhancement bonus on the weapon.
AP Cost: 1 Ranks: 1 Progression: 40 Requires: Infused Armor, Artificer Level 20

Tier One[edit]

Requires Battle Engineer, Artificer level 1

Icon Enhancement Exotic Weapon Mastery.png
Weapon Training: Select either Crossbows or Hand and a Half Weapons. Gain bonuses to Attack and Damage Rolls with the selected weapon types.
  • Icon Enhancement Crossbow Training.png Crossbow Training: +1 to attack rolls with all crossbows. +1 to damage with non-repeating crossbows.
  • Icon Enhancement Hand and a Half Training.png Hand and a Half Training: +1 to attack and damage rolls with Bastard Swords and Dwarven Waraxes. Your Glancing Blows with these weapons also have a +2% chance of producing magical weapon effects such as Flaming.
AP Cost: 2 Ranks: 1 Progression: 1 No requirements
Icon Enhancement Field Engineer.png
Field Engineer: +1/+2/+3 Concentration, Disable Device and Open Locks. Rank 3: +1 to Reflex Saves vs. Traps.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements
Icon Enhancement Attack Boost.png
Attack Boost: Activate this ability to gain +4/+6/+8 Action Boost bonus to your attack rolls for 20 seconds.
AP Cost: 2 Ranks: 3 Progression: 1 No requirements
Icon Enhancement Thermal Venting.png
Thermal Venting: You have optimized the magical venting of your rune arms. After firing, your cooldown is 10%/20%/30% faster.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements
Icon Enhancement Item Defense.png
Item Defense: You have a 25%/50%/75% chance to negate potential item wear.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements

Tier Two[edit]

Requires Artificer Level 2, 5 APs spent in tree

Icon Enhancement Exotic Weapon Mastery.png
Weapon Training: Select either Crossbows or Hand and a Half Weapons. Gain bonuses to Attack and Damage Rolls with the selected weapon types.
  • Icon Enhancement Crossbow Training.png Crossbow Training: +1 to attack rolls with all crossbows. +1 to damage rolls with all repeating crossbows, +2 to damage rolls with non-repeating crossbows.
  • Icon Enhancement Hand and a Half Training.png Hand and a Half Training: +1 to attack and damage rolls with Bastard Swords and Dwarven Waraxes. Your Glancing Blows with these weapons also have a +4% chance of producing magical weapon effects such as Flaming.
AP Cost: 2 Ranks: 1 Progression: 5 Requires: Weapon Training (Tier 1)
Icon Enhancement Wrack Construct.png
Wrack Construct: Choose one (Cooldown: 12/8/4 seconds):
  • Icon Enhancement Wracking Strike.png Wracking Strike: Melee Attack: On Damage: Deals 1d6/3d6/5d6 extra damage to constructs and living constructs, and applies Wracked: This construct or living construct fortification is reduced by 10% and loses its inherent immunity to sneak attack. This effect stacks up to five times.
  • Icon Enhancement Wracking Shot.png Wracking Shot: Ranged Attack: On Damage: Deals 1d6/3d6/5d6 extra damage to constructs and living constructs, and applies Wracked: This construct or living construct fortification is reduced by 10% and loses its inherent immunity to sneak attack. This effect stacks up to five times.
AP Cost: 1 Ranks: 3 Progression: 5 No requirements
Icon Enhancement Damage Boost.png
Action Boost: Melee and Ranged Power: Activate this ability to receive a +[10/20/30]% Action Boost bonus to damage for 20 seconds. (Cooldown: 30 seconds.)
AP Cost: 2 Ranks: 3 Progression: 5 No requirements
Icon Enhancement Thaumaturgical Conduits.png
Thaumaturgical Conduits: You have made improvements to the efficiency of your rune arms. Your rune arms build charge [10/20/33]% faster.
AP Cost: 1 Ranks: 3 Progression: 5 No requirements

Tier Three[edit]

Requires Artificer Level 3, 10 APs spent in tree

Icon Enhancement Exotic Weapon Mastery.png
Weapon Training: Select either Crossbows or Hand and a Half Weapons. Gain bonuses to Attack and Damage Rolls with the selected weapon types.
  • Icon Enhancement Crossbow Training.png Crossbow Training: +1 to attack rolls with crossbows. +1 to damage with non-repeating crossbows.
  • Icon Enhancement Hand and a Half Training.png Hand and a Half Training: +1 to attack and damage rolls with Bastard Swords and Dwarven Waraxes. Your Glancing Blows with these weapons also have a +6% chance of producing magical weapon effects such as Flaming.
AP Cost: 2 Ranks: 1 Progression: 10 Requires: Weapon Training (Tier 2)
Icon Enhancement Disable Construct.png
Disable Construct: Activate: Target construct or living construct is dazed for 10/20/30 seconds. This effect is removed on damage. Using this ability on a target already affected by it will extend the duration. (Cooldown: 25 seconds)
AP Cost: 2 Ranks: 3 Progression: 10 No requirements
Icon Enhancement Extra Action Boost.png
Extra Action Boost: You can use each of your action boost 1/2/3 additional times per rest.
AP Cost: 2 Ranks: 3 Progression: 10 No requirements
Icon Enhancement Arcane Capacitors.png
Arcane Capacitors: When moving, your Rune Arm's charge decays 25% slower than normal.
AP Cost: 2 Ranks: 1 Progression: 10 Requires: Thaumaturgical Conduits
StrDexInt.png
Strength, Dexterity, or Intelligence: Choose one:
  • StrengthColored.png +1 Strength
  • DexterityColored.png +1 Dexterity
  • IntelligenceColored.png +1 Intelligence
AP Cost: 2 Ranks: 1 Progression: 10 No requirements

Tier Four[edit]

Requires Artificer Level 4, 20 APs spent in tree

Icon Enhancement Exotic Weapon Mastery.png
Weapon Training: Select either Crossbows or Hand and a Half Weapons. Gain bonuses to Attack and Damage Rolls with the selected weapon types.
  • Icon Enhancement Crossbow Training.png Crossbow Training: +1 to attack rolls with all crossbows. +1 to damage rolls with all repeating crossbows, +2 to damage rolls with non-repeating crossbows.
  • Icon Enhancement Hand and a Half Training.png Hand and a Half Training: +1 to attack and damage rolls with Bastard Swords and Dwarven Waraxes. Your Glancing Blows with these weapons also have a +8% chance of producing magical weapon effects such as Flaming.
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Weapon Training (Tier 3)
Icon Enhancement Endless Fusilade.png
Battle Mastery: Choose one:
  • Icon Enhancement Endless Fusilade.png Endless Fusilade: Action Boost: You may activate this ability to enchant your crossbow to instantly reload itself for 6 seconds. (Cooldown: 30 seconds.)
  • Icon Enhancement Haste Boost.png Haste Boost: Activate this ability to receive a 30% Action Boost attack speed bonus for 20 seconds. (Cooldown: 30 seconds.)
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Weapon Training (Tier 4)
Icon Enhancement Rune Arm Overcharge.png
Rune Arm Overcharge: The patterns of magic making up your rune arm are clearer to you than ever. Your stable charge tier is increased to charge tier 2.
AP Cost: 2 Ranks: 1 Progression: 20 No requirements
Icon Enhancement Arcane Capacitors.png
Arcane Capacitors: When moving, your Rune Arm's charge decays 50% slower than normal.
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Arcane Capacitors (tier 3)
StrDexInt.png
Strength, Dexterity, or Intelligence: Choose one:
  • StrengthColored.png +1 Strength
  • DexterityColored.png +1 Dexterity
  • IntelligenceColored.png +1 Intelligence
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Strength, Dexterity or Intelligence (Tier 3)

Tier Five[edit]

Requires Artificer Level 5, Character Level 12, 30 APs spent in tree

Icon Enhancement Weapon Attachment.png
Weapon Attachment: Activate to attach your currently equipped weapons to yourself, giving you superior control over them. Until you unequipped these items or rest, they deal +0.5[W] damage. (Cooldown: 15 seconds; Induction time: 2 seconds.)
(Note: Selecting this locks out Warforged/Bladeforged Weapon Attachment)
AP Cost: 1 Ranks: 1 Progression: 30 Requires: Construct Essence or Warforged Traits
Icon Enhancement Rune Arm Overcharge.png
Rune Arm Overcharge: The patterns of magic making up your rune arm are clearer to you than ever. Your stable charge tier is increased to charge tier 3.
AP Cost: 2 Ranks: 1 Progression: 30 Requires: Rune Arm Overcharge (Tier 4)
Icon Enhancement Tactical Mobility.png
Tactical Mobility: Charging your rune arm no longer causes you to move at reduced speed.
AP Cost: 2 Ranks: 1 Progression: 30 Requires: Rune Arm Overcharge (Tier 5), Arcane Capacitors (Tier 4)