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Battle Engineer Tree

From DDO Compendium
Tree For: Artificer
Unlock
Free
Battle Engineer Tree.png
Overview
The Battle Engineer tree contains enhancements for a Artificer that specializes in damage. From enhancing your damage, to adding special damage boost, to making your character move quicker, even when a Rune Arm is charged, this tree allows for diverse combat attacks.
Core enhancements


EnhancementBenefitRanksAPPoints SpentRequirements
Enhancement Battle Engineer Icon.png
Battle Engineer
  • Your equipped rune arm grants you +8 Universal Spell Power when it is charged to Charge Tier 1.
110
  • Artificer 1
Enhancement Infused Weapons I Icon.png
Infused Weapons I
  • You equipped weapon in your main hand gains +1 to its Enhancement Bonus.
  • 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 gains +1 stable charge tier. In addition, it grants you an additional +8 Universal Spall Power when it is charged to Charge Tier 2, for a total of +16.
115
  • Battle Engineer
  • Artificer 3
Enhancement Infused Armor I Icon.png
Infused Armor I
  • Your equipped armor gains +1 to its Enhancement Bonus.
  • Your equipped armor or docent grants you +5 Physical Resistance Rating and -10% Arcane Spell Failure.
    • Artificer Infusions are not affected by Arcane Spell Failure, but this assists with scroll use.
  • Your equipped rune arm grants you an additional +8 Universal Spell Power whit it is charged to Charge Tier 3, for a total of +24.
1110
  • Infused Weapons I
  • Artificer 6
Enhancement Infused Weapons II Icon.png
Infused Weapons II
  • You equipped weapon in your main hand gains and additional +1 to its Enhancement Bonus, for a total of +2.
  • You gain an additional +1 bonus to your attack roll to confirm a critical hit, and an additional +1 bonus to the damage of your critical hits (before multipliers), for a total of +2.
  • Your equipped rune arm gains +1 stable charge tier. In addition, it grants you an additional +8 Universal Spall Power when it is charged to Charge Tier 4, for a total of +32.
1120
  • Infused Armor I
  • Artificer 12
Enhancement Infused Armor II Icon.png
Infused Armor II
  • Your equipped armor gains and additional +1 to its Enhancement Bonus, for a total of +2.
  • Your equipped armor or docent grants you an additional +5 Physical Resistance Rating, for a total of +10 and an additional -10% Arcane Spell Failure, for a total of -20%.
    • Artificer Infusions are not affected by Arcane Spell Failure, but this assists with scroll use.
  • You gain and additional +15 Physical and Magical Resistance Rating innately, regardless of your Armor.
  • 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.
1130
  • Infused Weapons II
  • Artificer 18
Enhancement Master Engineer Icon.png
Master Engineer
  • +4 Intelligence
  • The Enhancement Bonus of your armor and your equipped weapon in your main hand are each increased by an additional +2, for a total of +3.
  • You gain a +1 Competence Bonus Critical Multiplier with Crossbows, Bastard Swords, Dwarven Axes, Light Hammers, Warhammers, and Morningstarts.
  • Your equipped weapon in your main hand is now a Spellcasting Implement, providing a +3 Implement Bonus to Universal Spell Power for every +1 of Enhancement Bonus on the weapon.
1140
  • Infused Armor II
  • Artificer 20
Tier 1 enhancements
EnhancementBenefitRanksAPPoints SpentRequirements
Artificer Weapon Training Icon.png
Weapon Training
  • Crossbow Training Icon.png Crossbow Training: +1 to attack rolls with all crossbows. +1 to damage with all non-repeating crossbows.
  • Hammer and Morningstar Training Icon.png Hammer and Morningstar Training: +1 to attack and damage rolls with Light Hammers, Warhammers, and Morningstars.
  • Hand an a Half Training Icon.png Hand an 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% change of producing magical weapon effects such as Flaming.
121
  • Artificer 1
Enhancement Field Engineer Icon.png
Field Engineer
Rank 1:
  • +1 Concentration
  • +1 Disable Device
  • +1 Open Locks
Rank 2:
  • +2 Concentration
  • +2 Disable Device
  • +2 Open Locks
Rank 3:
  • +3 Concentration
  • +3 Disable Device
  • +3 Open Locks
  • +1 to Reflex Saves vs Traps
311
  • Artificer 1
Enhancement Field Scrapper Icon.png
Field Scrapper
Rank 1:
  • +1 to Sunder DCs
Rank 2:
  • +2 to Sunder DCs
Rank 3:
  • +3 to Sunder DCs
311
  • Artificer 1
Enhancement Thaumaturgical Conduits Icon.png
Thaumaturgical Conduits
You have made slight improvements to the efficiency of your rune arms. Your rune arms build charge:
Rank 1:
  • 10% faster
Rank 2:
  • 20% faster
Rank 3:
  • 33% faster
311
  • Artificer 1
Enhancement Item Defense Icon.png
Item Defense
Rank 1:
  • You have a 25% chance to negate potential item wear.
Rank 2:
  • You have a 50% chance to negate potential item wear.
Rank 3:
  • You have a 75% chance to negate potential item wear.
311
  • Artificer 1
Tier 2 enhancements
EnhancementBenefitRanksAPPoints SpentRequirements
Artificer Weapon Training Icon.png
Weapon Training
  • Crossbow Training Icon.png Crossbow Training: +1 to attack rolls with all crossbows. +1 to damage with all non-repeating crossbows.
  • Hammer and Morningstar Training Icon.png Hammer and Morningstar Training: +1 to attack and damage rolls with Light Hammers, Warhammers, and Morningstars.
  • Hand an a Half Training Icon.png Hand an 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% change of producing magical weapon effects such as Flaming.
125
  • Weapon Training (Tier 1)
  • Artificer 2
Enhancement Wrack Construct Icon.png
Wrack Construct
Rank 1:
  • Cooldown: 12 Second Cooldown
  • Melee Wrack Construct Icon.png Melee Wrack Construct: Melee Attack +1[W], Damage Scales with 200% Melee Power
  • Ranged Wrack Construct Icon.png Ranged Wrack Construct: Ranged Attack +1[W}, ** Damage Scales with 200% Ranged Power
  • Both
    • On Damage: Deals 3d6 extra damage to constructs and living constructs
    • Wracked reduces fortification by -25% and stack up to 5 times.
Rank 2:
  • Cooldown: 8 Second Cooldown
  • Melee Wrack Construct Icon.png Melee Wrack Construct: Melee Attack +1[W], Damage Scales with 200% Melee Power
  • Ranged Wrack Construct Icon.png Ranged Wrack Construct: Ranged Attack +1[W}, ** Damage Scales with 200% Ranged Power
  • Both
    • On Damage: Deals 6d6 extra damage to constructs and living constructs
    • Wracked reduces fortification by -25% and stack up to 5 times.
Rank 3:
  • Cooldown: 4 Second Cooldown
  • Melee Wrack Construct Icon.png Melee Wrack Construct: Melee Attack +1[W], Damage Scales with 200% Melee Power
  • Ranged Wrack Construct Icon.png Ranged Wrack Construct: Ranged Attack +1[W}, ** Damage Scales with 200% Ranged Power
  • Both
    • On Damage: Deals 9d6 extra damage to constructs and living constructs
    • Wracked reduces fortification by -25% and stack up to 5 times.
315
  • Artificer 2
Caustic Shot Icon.png
Caustic Strike
Cooldown: 6 seconds
Melee or Ranged Attack
Rank 1:
  • Caustic Strike Icon.png Caustic Strike: Melee Attack +1[W], Damage Scales with 200% Melee Power
  • Caustic Shot Icon.png Caustic Shot: Ranged Crossbow Attack +0.5[W}, ** Damage Scales with 200% Ranged Power
  • Both
    • On Damage: Deals 3d6 extra Acid damage and 6d6 extra Rust damage.
Rank 2:
  • Caustic Strike Icon.png Caustic Strike: Melee Attack +2[W], Damage Scales with 200% Melee Power
  • Caustic Shot Icon.png Caustic Shot: Ranged Crossbow Attack +1[W}, ** Damage Scales with 200% Ranged Power
  • Both
    • On Damage: Deals 3d6 extra Acid damage and 6d6 extra Rust damage.
Rank 3:
  • Caustic Strike Icon.png Caustic Strike: Melee Attack +3[W], Damage Scales with 200% Melee Power
  • Caustic Shot Icon.png Caustic Shot: Ranged Crossbow Attack +1.5[W}, ** Damage Scales with 200% Ranged Power
  • Both
    • On Damage: Deals 3d6 extra Acid damage and 6d6 extra Rust damage.
315
  • Artificer Level 2
Enhancement Extra Action Boost Icon.png
Extra Action Boost
You can use each of your action boosts additional times per rest.
Rank 1:
  • +1 Action Boost Usage
Rank 2:
  • +1 Action Boost Usage, total increase to 2.
Rank 3:
  • +1 Action Boost Usage, total increase to 3.
325
  • Artificer 2
Action Boost- Power Icon.png
Action Boost
Activation Cost: 1 Action Boost
Cooldown: 30 seconds
Choose between Action Boost: Attack and Action Boost: Power
Rank 1:
  • Action Boost- Power Icon.png Action Boost: Power: Activate to gain a +10 Action Boost bonus to Melee and Ranged power for 20 seconds.
  • Action Boost- Attack Icon.png Action Boost: Attack: Activate to gain a +4 Action Boost bonus to your attack rolls for 20 seconds.
Rank 2:
  • Action Boost- Power Icon.png Action Boost: Power: Activate to gain a +20 Action Boost bonus to Melee and Ranged power for 20 seconds.
  • Action Boost- Attack Icon.png Action Boost: Attack: Activate to gain a +6 Action Boost bonus to your attack rolls for 20 seconds.
Rank 3:
  • Action Boost- Power Icon.png Action Boost: Power: Activate to gain a +30 Action Boost bonus to Melee and Ranged power for 20 seconds.
  • Action Boost- Attack Icon.png Action Boost: Attack: Activate to gain a +8 Action Boost bonus to your attack rolls for 20 seconds.
315
  • Artificer 2
Tier 3 enhancements
EnhancementBenefitRanksAPPoints SpentRequirements
Artificer Weapon Training Icon.png
Weapon Training
  • Crossbow Training Icon.png Crossbow Training: +1 to attack rolls with all crossbows. +1 to damage with all non-repeating crossbows.
  • Hammer and Morningstar Training Icon.png Hammer and Morningstar Training: +1 to attack and damage rolls with Light Hammers, Warhammers, and Morningstars.
  • Hand an a Half Training Icon.png Hand an 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% change of producing magical weapon effects such as Flaming.
1210
  • Weapon Training (Tier 2)
  • Artificer 3
Enhancement Disable Construct Icon.png
Disable Construct
Cooldown: 25 seconds
Activate: Target construct or living construct is dazed for a time.
Rank 1:
  • 10 second daze
Rank 2:
  • 20 second daze
Rank 3:
  • 30 second daze
This effect is removed on damage. Using this ability on a target already affected by it will extend the duration.
3110
  • Artificer 3
Shatter Defenses (Melee) Icon.png
Shatter Defenses
Cooldown: 10 seconds
Pick a Melee or ranged version of this attack
Rank 1:
  • Shatter Defenses (Melee) Icon.png Shatter Defenses (Melee): Melee Attack +1[W]
  • Shatter Defenses (Crossbow) Icon.png Shatter Defenses (Crossbow): Ranged Attack +0.5[W}
  • Reduces the target's Armor Class by 5 and lowers Fortification by 10%.
    • Successful save negates this
    • Fortitude DC: 10 + Half Artificer Level + Intelligence Modifier + Sunder Bonus
  • Suffers Trama Effect:
    • -3 penalty to Fortitude saves due to shock, stacks 5 times. Lasts 24 seconds. This ability shares a cooldown with Sunder.
Rank 2:
  • Shatter Defenses (Melee) Icon.png Shatter Defenses (Melee): Melee Attack +2[W]
  • Shatter Defenses (Crossbow) Icon.png Shatter Defenses (Crossbow): Ranged Attack +1[W}
  • Reduces the target's Armor Class by 5 and lowers Fortification by 10%.
    • Successful save negates this
    • Fortitude DC: 10 + Half Artificer Level + Intelligence Modifier + Sunder Bonus
  • Suffers Trama Effect:
    • -3 penalty to Fortitude saves due to shock, stacks 5 times. Lasts 24 seconds. This ability shares a cooldown with Sunder.
Rank 3:
  • Shatter Defenses (Melee) Icon.png Shatter Defenses (Melee): Melee Attack +3[W]
  • Shatter Defenses (Crossbow) Icon.png Shatter Defenses (Crossbow): Ranged Attack +1.5[W}
  • Reduces the target's Armor Class by 5 and lowers Fortification by 10%.
    • Successful save negates this
    • Fortitude DC: 10 + Half Artificer Level + Intelligence Modifier + Sunder Bonus
  • Suffers Trama Effect:
    • -3 penalty to Fortitude saves due to shock, stacks 5 times. Lasts 24 seconds. This ability shares a cooldown with Sunder.
3110
  • Caustic Strike (Tier 2)
  • Artificer 3
Increase Ability (Dexterity-Intelligence-Strength) Icon.png
Increase Ability

Select from one of the following:

  • Enhancement Strength Icon.png Strength: +1 Strength
  • Enhancement Dexterity Icon.png Dexterity: +1 Dexterity
  • Enhancement Intelligence Icon.png Intelligence: +1 Intelligence
1210
  • Artificer 3
Tier 4 enhancements
EnhancementBenefitRanksAPPoints SpentRequirements
Artificer Weapon Training Icon.png
Weapon Training
  • Crossbow Training Icon.png Crossbow Training: +1 to attack rolls with all crossbows. +1 to damage with all non-repeating crossbows.
  • Hammer and Morningstar Training Icon.png Hammer and Morningstar Training: +1 to attack and damage rolls with Light Hammers, Warhammers, and Morningstars.
  • Hand an a Half Training Icon.png Hand an 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% change of producing magical weapon effects such as Flaming.
1220
  • Weapon Training (Tier 3)
  • Artificer 4
Endless Fusilade Icon.png
Battle Mastery

Activation Cost: 1 Action Boost
Cooldown: 30 seconds

  • Endless Fusilade Icon.png Endless Fusilade: Action Boost: You may actiate this ability to enchant your crossbow to instantly reload itself for 18 seconds.
  • Haste Boost Icon.png Haste Boost: Activate this ability to receive a 30% Action Boost attack speed bonus for 20 seconds.
11 or 2, depending on option chosen20
  • Weapon Training (Tier 4)
  • Artificer 4
Enhancement Agility Engine Icon.png
Agility Engine
While wearing a Rune Arm:
Rank 1:
  • +3% Doublestrike and Doubleshot
Rank 2:
  • +6% Doublestrike and Doubleshot
Rank 3:
  • +10% Doublestrike and Doubleshot
3120
  • Artificer 4
Increase Ability (Dexterity-Intelligence-Strength) Icon.png
Increase Ability

Select from one of the following:

  • Enhancement Strength Icon.png Strength: +1 Strength
  • Enhancement Dexterity Icon.png Dexterity: +1 Dexterity
  • Enhancement Intelligence Icon.png Intelligence: +1 Intelligence
1220
  • Increased Ability (Tier 3)
  • Artificer 4
Tier 5 enhancements
EnhancementBenefitRanksAPPoints SpentRequirements
Artificer Weapon Training Icon.png
Reconstructed Armaments
  • Reconstructed Crossbow Icon.png Reconstructed Crossbow: +1 Competence Bonus to Critical Threat Range with Crossbows
  • Reconstructed Arms Icon.png Reconstructed Arms: +1+1 Competence Bonus to Critical Threat Range with Light Hammers, Warhammers, and Morningstars.
  • Reconstructed Edges Icon.png Reconstructed Edges: ++1 Competence Bonus to Critical Threat Range with Bastard Swords and Dwarven Waraxes.
1130
  • Weapon Training (Tier 4)
  • Character Level 12
  • Artificer 5
Enhancement Weapon Attachment Icon.png
Weapon Attachment

Cooldown: 15 seconds

  • Activate to attach your currently equipped weapons to yourself, giving you superior control over them. Until you unequip these items or rest, they deal +0.5[W] damage.
1130
  • One of:
    • Construct Essence
    • Warforged Traits
  • Character Level 12
  • Artificer 5
Thunder-Shock Weapon (Crossbow) Icon.png
Thunder-Shock Weapon

Cooldown: 12 seconds

  • Thunder-Shock Weapon (Melee) Icon.png Thunder-Shock Weapon (Melee): Tactical Melee Attack +3[W]
  • Thunder-Shock Weapon (Crossbow) Icon.png hunder-Shock Weapon (Crossbow): Tactical Ranged Crossbow Attack +1.5[W}
  • Deals 6d6 extra Electric damage that scales with 200% Melee/Ranged Power, and Trips the target
    • Successful Save negates this
    • Strength DC: 14 + Half Artificer Level + Intelligence Modifier + Sunder Bonus
1130
  • Shatter Defenses (Tier 3)
  • Character Level 12
  • Artificer 5
Enhancement Unlock Potential Icon.png
Unlock Potential
  • +20 Melee and Ranged Power while wearing a Rune Arm.
1130
  • Agility Engine (Tier 4)
  • Character Level 12
  • Artificer 5
Enhancement Tactical Mobility Icon.png
Tactical Mobility
  • You gain a 10% Action Boost bonus to Movement Speed while wearing a Rune Arm.
1130
  • Character Level 12
  • Artificer 5