Monthly Archives: August 2011

Unintended consequences

So a funny thing happened when I decided to take my FvS for a spin knocking out some Madness quests in the harbor for the Bow of Sinew; figured my ranger could use another bow with a better crit range and that cooler 19-20 crit effect that effectively increases the crit with +1 (to x4). Somewhere along the line I pulled the named breastplate which pretty much is perfect for my ranger due to about the same AC range as the raiment. I checked it out and remembered there’s a way to unlock some ability and I decided to hit the wiki for an explanation. I’ve run all those quest often enough on 3 capped toons (now 2 since my ranger is TRing) so I had the mats. And to my astonishment it had a +10 reflex unlock. My mouth was watering; that would bump me to a healthy reflex range with the same AC target as now. It’s kind of hard to deny the benefit of that.

Although there are certainly other things you can put on it like some guard effects and a +10 will save, but this was perfect for my ranger.

And after locating the icky looking altar in the tower of twelve my ranger is now running around with a new suit with some built in perks. And 5 more in reflex to boot.

On the road to 15.

I like my new and shiny 14. Icy Raiment on – add recitation (FvS hireling) and it’s north of 46 in AC – enough to be effective in most wilderness areas and quests below 16. Add 2 good GS weapons, one great GS bow – 3 different GS items and everything else and I’m running around saving the day while looking good.

Sure – I’m not the only one. What I do pale in comparison to the fully geared 5+ TR chopping wood on a daily basis, but for me it works nice.

The fun part is taking the trip to the bank every time I level. At 14 I could put on my shiny Raiment. At 15 I have some Xoriat stuff to use and at 16 I can put on my Dragontouched vestment. At 18 I have my TOD things and at 19 the new quest items. I’m looking forward to Cannith despite the many bumps on the road.

A cool pair of boots that provide everything you’d ever want in a pair. Speed and featherfalling. What took you so long?

And also a pair of bracers that’ll be my horc fighters precious possessions. Then 2 new raids to start grinding for mats so I can slap things around better.

Superior Combustion and laceration for my FvS with some superior glaciation and radiance on a shield. Then a pair of shiny Khopeshes for my Ranger with all kind of cool stuff and a greataxe for my horc.

Then if I buy or unlock in the future; a Artificer and a nice fast repeater.

I still want to make a sorcerer but right now I’m committed to run and gear out the capped ones I have. To dilute the needs with more classes just adds time to run that I don’t have so for now and the immediate future this might just be it.

13 – and getting there.

As soon as my ranger hit 13 (TR first life) I ran to the bank and got more of the good stuff. I already have several GS items and weapons and now I can use my tharnes goggles and bracers (against undead) and all the other good stuff along with it.

It makes a differense too; not just the DPS on my Li II and Min II Khopeshes, but my 2 con op items (helmet and Khopesh) and my Li II bow.

This manifests in several ways; running Necro wilderness I hit all the point in about an hour; scored about 400 kills and half the rare. It was a good 30k+ worth xp and quite a lot of bang for the bucks for the time spent. I didn’t do it solo – I had hireling(s) but I did solo Vale in two parts. Did most of the Gnoll side and such the first go around and did the Devil side the second time around. All solo – torc and 2 con op items procced a steady amount of SP and I healed myself through pots and cure moderate without a lot of issue. My reward was another 30k+ and another accomplishment for a level 13 (yes – I’m aware that I’m not alone in this and there might even be those running it even lower levels).

I’m trying to hold out until u11 is released so I can start running everything I need to run on hard; for the stacking bonus and those extra 40%. That should level my ranger a lot quicker than now.

The question of course is if I will end up getting a Artificer or wait to unlock through favor. I don’t know. Right now I have plenty to do by leveling my Ranger and I can always start running Cannith quests with my capped tons for all the candy. Like those boots. And I have saved plenty of material to craft a lot of cool arrows too – making my Li II just a noth more lethal in the process.

Update 11 – The joy of sadness

Just like update 9 made me a happy camper until the many things that didn’t make me happy was unearthed I’ve come to look forward to update 11 and not.

First off I like the new gear from the quests and raids.

Here’s a good thread to what to expect and some information about the new raids and gear.


Blown to Bits (19) – {Update 11 Pack}

  • Alchemist’s Pendant – (Necklace) Constitution +6, Greater Elemental Energy, Alchemical Conservation, Nearly Finished [ML:18, BTA] (End Chest)
  • Fabricator’s Bracers – (Bracers) Incite +20%, Balance +10, Enhanced Balance +5, Cannith Combat Infusion, Nearly Finished [ML:18, BTA] (optional boss chest)

Power Play (19) – {Update 11 Pack}

  • Magewright’s Cloak – (Cloak) Charisma +6, Stealth Strike, Perform +10, Enhanced Perform +5, Nearly Finished [ML:18, BTA] (End Chest)
  • Wolfinson’s Monocular Enhancer – (Goggles) Superior Reconstruction VI, Search +10, Enhanced Search +5, Reconstruct {CL:10, 1 charge/rest}[ML:18, BTA, Exclusive]

Schemes of the Enemy (19) – {Update 11 Pack}

  • Cannith Boots of Propulsion – (Boots) Striding +30%, Feather Falling, Jet Propulsion, Jump +10, Enhanced Jump +5 [ML:18, BTA, Exclusive]
  • Tinker’s Gloves – (Gloves) Dexterity +6, Exceptional Seeker +2, Open Lock +10, Enhanced Open Lock +5, Nearly Finished [ML:18, BTA] (Whitefang Chest)
  • Tinker’s Goggles – (Goggles) Intelligence +6, Treason, Disable Device +10, Enhanced Disable Device +5, Nearly Finished [ML:18, BTA]

Missing from this list is the gloves that goes with the Fabricator’s bracers.

Basically these are mostly pairs of items where you can unlock the set bonus through collecting ‘stuff’ that you get from killing critters in the wilderness. Other items (and I won’t list them but the link should show you most of them) are the rune arms. There’s even a level 19 rune arm that you can get from the new raids that can be unlocked with several tiers. It looks pretty darn good since it adds lightning strike to your main weapon (as I’ve explained previously all rune arms add something such as elemental damage to main weapons). That could make your favorite repeater a lightning strike weapon on a regular basis. Build a basic cheap triple good GS repeater, add silver arrows and splatter evil outsiders everywhere (including undead).

The boots are a runners wet dream. Striding AND featherfalling (adds jump too and a 10 minute FvS wing clickie).

On the raid side you have the new alchemical weapon system that boosts not only your average basic DPS but also magic and it includes not only all weapon types but also shields.

Before using the crafting machine on the Lord of Blades side you need to get an Attuned Alchemical Item. This is done my getting a blank Alchemical Item from the Master Artificer raid and adding one of the following metal types in the Master Artificer side machine:

  • Adamantine
  • Silver
  • Cold Iron
  • Flame Touched Iron
  • Byeshk
  • Crystal

I went through the crafting device on the way to Lord of Blades and here’s what’s inside:

Weapon Augments:

Tier 1 requires: Attuned Alchemical Item, Khyber Dragonshard of <element>, Martial Cannith Power Cell

  • Air: Shocking Burst, Stunning +10, Awareness 4
  • Earth: Acid Burst, Greater Stone Prison, Earthgrab
  • Water: Icy Burst, Freezing Ice, Fireshield(cold) (like Bracers of the Glacier)
  • Fire: Flaming Burst, Flaming Blast, Seeker +10

Tier 2 requires: Infused Alchemical Item(Tier 1 item), Khyber Dragonshard of <element> (Refined), Martial Cannith Power Cell

  • Air: Exceptional Dexterity +2, Lightning Strike, Doublestrike 6%
  • Earth: Exceptional Constitution +2, Acid Blast, Disintegration
  • Water: Exceptional Wisdom +2, Crushing Wave, Corrosice Salt
  • Fire: Exceptional Strength +2, Incineration, Righteous

Tier 3 requires: Dual-Infused Alchemical Item (Tier 2 item), Khyber Dragonshard of <element> (Exquisite), Martial Cannith Power Cell, 10 Epic Dungeon Tokens

  • Air: +6 Enhancement Bonus, Electrifying Blast, Empty Red Augment Slot
  • Earth: +6 Enhancement Bonus, Corrosive Blast, Empty Red Augment Slot
  • Water: +6 Enhancement Bonus, Freezing Blast, Empty Red Augment Slot
  • Fire: +6 Enhancement Bonus, Fiery Blast, Empty Red Augment Slot

The Tier 3 blast effect is:
“This weapon is imbued with a <element> wrath. On an attack roll of 20 which is confirmed as a critical hit this <element> power will be released, dealing damage to the target and all enemies near it for 15d6 <element> damage. A successful Reflex save (DC 34) reduces this by half.”

Spell Augment:

The cost per tier is the same as weapons except that it uses Mystical Cannith Power Cell instead of Martial Cannith Power Cell

Tier 1:
Superior <type> IX Item of

  • Air: Superior Magnetism IX, Superior <type> IX, Air Gaurd
  • Earth: Superior Corrosion IX, Superior <type> IX, Earthgrab Gaurd
  • Water: Superior Glaciation IX, Superior <type> IX, Freezing Ice Gaurd
  • Fire: Superior Combustion IX, Superior <type> IX, Magma Surge Gaurd


  • Laceration: Increases the damage of your ~th level and lower slashing and bludgeoning spells by 50%. This effect does not stack with other item effects or potions. Requires Adamantine base item.
  • Radiance. Requires Silver base item.
  • Resonance. Requires Cold Iron base item.
  • Devotion. Requires Flame Touched Iron base item.
  • Nullification. Requires Byeshk base item.
  • Impulse. Requires Crystal base item.

Tier 2:
Adds Superior Lore(12% chance, +.5 multiplier) of the base item’s two elements. It also says that it removes a clicky of superior spark/erosion/inferno/freeze, but there is no indication that the base items have that ability

Tier 3:

  • Air: Efficient Metamagic Enlarge II, Greater Enchantment Focus, Spell Focus Mastery +1
  • Earth: Efficient Metamagic Empower II, Greater Conjuration Focus, Greater Spell Penetration IX
  • Water: Efficient Metamagic Extend II, Greater Transmutation Focus, Greater Elemental Spell Power
  • Fire: Efficitent Metamagic Maximize II, Greater Evocation Focus, Aracane Augmentation IX


Crafting Materials:

  • Crafted in the Master Artificer side machine:
    • 1 Empty Kyhber Dragonshard of (tier) = 200 (tier) Khyber Dragonshard Fragments
    • 1 Attuned Alchemical Item: Prototype Alchemical weapon/shield, Cannith Power Cell, Pliable Ingot, Dense Ingot, Glowing Ingot
  • Crafted in the Lord of Blades side machine:
    • 1 Kyhber Dragonshard of <element> (tier) = 1 Empty Kyhber Dragonshard of (tier) + 1 Spirit of <element>
  • Ingots are crafted in the Cannith Manufactury device from parts dropped by mobs in the explorer areas

EDIT: Made it clear that you need to add a metal type to a blank before adding Tier 1/2/3

This block explains how the new raid crafting works and as the devs explained – You can only get tier 3 material from running the main raid on Epic and if you run the raid on hard or elite you get better and more stuff.

In other words people who want to unlock the full potential will have to run the raid on Epic and people who want their stuff upgraded faster should run it on hard or elite. Something I think they should implement to all raids; want more GS material? Run it on hard and elite – reward someone for doing it rather than give them a chance for higher level random loot.

As calculated the DPS of these items are just slightly better than GS or burst of greater bane weapons, but they add a lot of flavor by combining a lot of proc effects and somewhat situation things that makes them truly masterful outside absolute top raids and end game quests. Note that these are ML 18-20 gear – so unlike GS that provide a lot of joy to TRing people above level 11, these are just like the ToD rings and will be for end game.


With u11 comes a new experience system – 25 for normal, 40 for hard and 80 for Elite. Note that most end bosses have gotten a boost to their HP so they might not be as easy to take down on hard and elite. With this comes a new bravery bonus. If you run everything on hard you get a stacking 5% bonus (max 25%) or Elite 10% (still max 25%). This applies to the quest bonus, shrine, voice of master and experience potions.

In other words the first time you run something on hard you get 40% plus what you have stacked. This quickly adds up. Running everything on hard will grant you 40% for the quest, 25% for stacked bravery bonus, 5% for VoM, boat 1-5% bonus (I think) and 5-20% for experience potion. If you break the chain by running something on normal or fail you lose the bravery bonus but it shouldn’t take anyone that long to stack together again.

If you run a quest 2 levels above Elite you break the bonus; in other words as long as you stick with 1 above and 1 below quest difficulty you get the bonus. If you go beyond that you break the stack.

This is of course very beneficial early on for anyone with a good boat since with greater resists the early quests are easier to survive. So it’s possible to blow through Korthos on hard and elite and get a bundle in XP and all harbor and market quests for a quicker level up experience. It gets harder soloing hard and elite quests when you hit mid or above leveling due to hopefully a better challenge on those difficulty settings, but it does that a incentive to group up and knock those quests out of the ballpark.

Hard and elite unlock

This is good and bad; good in a way that I wish was better implemented since this used to be a nice VIP perk but I do understand the change since they added the bravery bonus. If you TR once you unlock hard unlock for that character and if you TR twice you unlock Elite unlock of quests. I’m ambivalent; as a VIP I like the perk but I do understand that it should be extended to premium players in one way or another. And this I guess was the way.

FvS Wing nerf

This one hurts. The background to this is the fact that a bunch of Favored Souls were used to beat Epic on the new raids; mainly using Divine Punishment and wings to escape when they took agro. This kind of kiting isn’t that prominent since all the raids I’m in (as a favored soul) most tanking and boss killing is done by DPS since there’s usually no more than 2 FvS in a raid matchup. Now granted a raid could consist of 12 favored souls with unlimited resources, but it’s very unlikely to ever happen.

The ‘cure’ to this (that most likely will never happen outside the test server where you have free turbine points to spend on anything) was to add 5 clicks of wings with a 15 second charge time. Inside a raid or quest that might be okay, but outside quests or in wilderness where most FvS use their wings it slows things down.

Personally this is to me a solution to a problem you probably will never see; the idea of a 12 man FvS dotting the end boss to death and winging all over the place is very unlikely. This is most likely a remedy for something that won’t occur. And it doesn’t fix the issues; only constraints the ability of FvS that goes beyond the one or two times you might see this in your lifetime.

Artificers are P2P (or favor unlock) only

The word is that Artificer is a gold or favor unlock only. In other words VIP will not get this from the get go. I fill this is a worse round kick to the VIP subscription than hard and elite unlock. First off there’s not enough favor in House Cannith to unlock the Artificer when the update releases so if you’re a VIP and want it; you either have to buy or wait until U12 is released 3-4 months from now with more house of Cannith quests.

Some people have made the arguments that a)Turbine needs to make money for future development and b) that VIP get 500 TP every month as part of the sub. Both those arguments ignore that part of being a VIP it states that VIP users get all quests and all classes and races part of being VIP. There’s nothing in there about future development money or ‘that’s what the 500 TP is for’.

If they’re making the VIP the way of the Dodo bird I suggest they let VIP members be able to buy all packs so we can buy those and later on drop to premium.

Another argument I read was that VIP only spend their 10-15 dollar a month while premium players spend more money. That’s of course false. As a VIP I spend a lot of money outside the subscription since it won’t buy you essential supplies (or what I see as essential anyways). I’ve send tons of money outside my subscription which is the case of many of not a majority of VIPs. In fact it would be more logical to claim that VIP spends MORE money over time. Cause once a premium player buys a pack he won’t pay for it again while a VIP will keep paying rent on those packs for the length of the sub.

Regardless of arguments against and for it’s another case where the VIP programs get weaker and promotes premium only treatment. Sure – I can wait until Cannith gets more favor and unlock it that way but that’s not really why I went VIP in the first place; I went VIP for what it promised, not what it would limit in the future.

Artificer capstone

It changed. It no longer include scrolls (and one can hope this changes back). Someone got the idea that offensive scrolls would be to powerful but I think most players who considered the capstone wanted it for the potential of 20 minute buffs. Now it’s limited to clickies and wands and that’s a pity. Making the capstone a lot weaker and it will probably motivate most Artificers to multiclass with something that adds evasion.

Artificer – the slightly Jack of all trades

I’ve spent the last week TRing my FvS (once TRd before) on lam into a artificer. I picked him because he has the most spellcaster goodies on him including a green steel repeater (don’t ask why but maybe I thought earth grab was a good backup item in Epics until they changed how that works).

And since the devs added a 1000x XP bonus on the test server I managed to blast through the levels and enjoy the finer point of the artificers without pulling my hair out (the XP target for a once before TR doing it a second time is brutal).

First – the new XP system on hard or elite is nice. 40 percent for hard, 80 for elite and a stacking bonus as long as you keep ‘winning’ on at least hard. That’s an additional 25% over time for a total of 65% XP bonus if you run everything on hard. Add to that the boat 2%, 20% pot and the voice of master trinket for 5% and you have a steady XP income for leveling. TRing players will undoubtly enjoy the less grind.

So let’s talk artificer. Artificer is a ranged/techno mage type character with some offensive spells, a whole lot of crossbow skills, pet that levels with the class and infusion magic as support. Basically it’s part support, part caster, part ranged combat a la mechanic and rogue without evasion. Add 2 levels of rogue and you have evasion but you lose a good capstone and some higher end spells.

Rogue part

The rogue part is pretty much the same as with a regular rogue. The artificers two class stats are int and dex. Int for SP and whatever else you use int for and dex for shooting and rogue skills. You can enhance the rogue skills with enhancement points and other than a lack of evasion it’s as good at disabling traps and unlock doors as a rogue. Evasion is a big loss of course and the reason why rogues excel at what they do, but on a purely functional basis artificer gets plenty of skill points to dole out.


This class gets repeaters from get go and every so many levels get bonus feats that can boost metas, ranged or skills. In other words; it gets plenty of feats that will boost its ranged abilities including enhancements to crossbow in regards to attack and damage. Plus with the infusions and rune arm (discussed later) it can add additional damage to ranged combat, including ‘free’ bolts via conjure bolts spell.


Artificer functions like wizards; it has relatively few SP compared to other classes but certainly enough to be useful and it ‘reads’ them in (inscribe) like a wizard. That means that you have to find scrolls, inscribe using material and you can swap things out at rest shrines as with wizards. This adds flexibility. But also limitations – you won’t have all the spells to chose from until you find the scrolls and inscribes them.

Spells comes in 3 different categories; offensive which seems to be mostly electric, fire and force based. Support ones such as stone skin and other cool new spells and finally infusion spells. On the offensive side the range of spells are pretty okay such as close range cone like electric to longer distant single or AOE types. They’re expensive to use with metas and it’s easy to blow through SP trying to do what arcane casters do and since artificers don’t have any insta kill spells it’s mostly a question of doing massive damage (out of their point of view) and limited to the type of elemental damage a target takes.

Use carefully; my experience having unlimited SP pots on Lam (free points) gives the artificial feel of endless pools of resources but using offensive spells together with repeaters blows through your resources like crazy.

Infusion spells however are very useful. Infusion adds either elemental damage, more damage or even DR breaking features. What that means is that you can say give a d6 of frost damage to yourself or others, add more damage dices to their weapon (deadly weapons) or a metal property or even alignment breaking properties. You can only add one and It’s limited to how long you can cast it, but it does give you the ability to lend support and functionality.

And this works nicely with the rune arm that usually adds some elemental properties to a personal weapons and the new ability to craft bolts and arrows.

At level 1 I had a light repeater of acid, I could add elemental damage to it such as 1D6 worth of shock and it was easy to blow through hundreds of free arrows mowing down baddies. Add deadly weapons and it adds more damage, add holy bolts and you have even more damage and together you have a capable ranged class, not as good as a ranger, but good enough to lend to a group.

Rune Arm

The rune arm is unique to the class. It equips in the offhand slot and can be used together with crossbows. All rune arm have some kind of attack that charges up with time. The charge time can be sped up with enhancements. It ranges from 1 to 5 charges. The more charges the more ‘shots’. Some rune arms fire bolts to the side and front (most side bolts goes to waste since it hits walls). Others shoot single bolts to the front, others spirals and some short ranged electric lashes. They all have unique means of attacks and adds some kind of elemental attack. They also comes with unique features such as guard effects, boosts to magic and a elemental addition to your main attack. Such as the pea shooter; fires 3 acid bolts, add acid damage to your manage weapon plus some other stuff.

They can also be crafted using the new crafting system. You cannot increase how much can be crafted on them (if its +5 then it’s plus 5) but it follows the suffix and prefix system. I added disable +7 to one rune arm so I could use the rest of the slots for other items.

You can add a auto charge thing to your quick bar just as there’s a auto attack. That way you can keep the rune arm auto charged instead of clicking a extra time to charge it and then once to fire. I changed it from caps to R (recommended by someone else on the forum) as this is a more natural key for me and I never use auto run anyways. It soon becomes second nature to lock, repeater shoot and aim and fire off my rune arm and it’s a good addition to your overall arsenal.

Rune arms can be found here and there as end rewards from quests and chains.

Prestige Enhancement

U11 will release one prestige enhancement; Battle engineer (tier 1). It provides amongst others a 6 second no reload clickie. So you can fire your ranged weapons without reload for 6 seconds. For a repeater or something like great crossbow this is pretty darn good and I imagine that the other tiers will add perhaps a longer time up to say 20 seconds at tier 3. One can only hope.

A workshop is not for you – you prefer to provide logical and technological support on the front lines. you gain 10 hit points, reduce arcane spell failure from armor by 10%, and have a +2 to both confirm critical hits and critical damage (before multipliers). Any weapon you wield in your main hand gains a +2 enhancement bonus (which stacks with the Enchant Weapon spell), and you gain the ability to enchant your crossbow to instantly reload itself, allowing you to lay down incredible amounts of fire for a short period of time.


The patterns of the most complex magical formulae are like children’s drawings to you. You treat any equipped item that casts spells (such as scrolls, wands, rods, or other activated items) as if they were staves, using your caster level as well as determining Save DC’s using your Intelligence if it would be better than the base item’s.

Or as Eladrin puts it:

It essentially improves your Artificer Knowledge to the point that your items cast at caster level 20 instead of (X+5) if that would be better, and will use 10 + Int + Spell Level to determine the DC if that’s an improvement over the normal calculation.

It does not affect how damage amplification works.

Since the Artificer comes with pretty good UMD enhancements (both skill and enhancement line plus a inherent bonus that increase with leveling) I tried out several scrolls just to see what it does. Bless, blur and night shield gave my toon a 20 minute buff and a stone skin scroll became 20 minute with 200 in dam reduction. In other words it is a nice way of adding essential buffs without requiring SP to do so. I did try recitation, pray etc but these seems to work as usual but it’s going to be nice to try out a haste clickie to see if that’s enhanced as well.

I’m definitely using the stone skin (rather than using the spell) and night shield scrolls just to help myself out a little.


Pets are a interesting proposition and I can only hope it’s expanded to animal companion and familiar. It levels with the toon, it can be enhanced with Enhancement points at the Artificer trainer and you can add offensive modules (that you can create yourself) and docents to it. You can even add clickies such as sunder and trip to it and it seems like it does use auto trip frequently.

Docents (and I haven’t found a decent one) seems to change the color scheme of the pet as well. There are two ways of adding a weapon module (and I’m not sure if they even work as advertized since I’ve been using a shock burst module for a while but didn’t notice additional damage). First you can find a hand wrap and use 100 mechanical trap parts in a trap making machine and make it into a module. The module will have the features of the hand wrap (I found and created a weakening of smiting one and that’s sweet in the endgame against all those constructs – if it works). You can also craft one. Make a hand wrap blank, add some stuff to it and create a module in the trap making machine/tool bench. In other words – if it works; or they make it work – it’ll add additional DPS to your pet AND possibly some nifty effects that will help you out; such as smiting or the likes.

I don’t think you can create a module out of named stuff and I’d like to find out if you can put a named docent on your pet. BTC doesn’t matter; the pet is yours so a BTC crafted hand wrap will work.

Are pets uber? Not really – they seem to be like your average computer talking dog that have a tendency to preoccupy itself chasing rabbits, breaking boxes and squirting grease in corners. And no – it doesn’t have a grease breath attack – imagine the griefing – but it does seems to have several breath attacks such as fire and acid in addition to the bite and claw ones. Not perfect, but fully enhanced with DR, AC and additional HP mine is right now at 650 HP and is pretty durable in a fight.


Final Note

With the upcoming release of U11 you can now create bolts and arrows. You need mats and a quality potion from stripping a item of its +1 to +5 quality. And as always there’s no real reason to make higher quality arrows (cost more materials and require higher levels of crafting) when it’s based on either the quality of the arrow or the weapon. And most quality weapons will soon hover around +5 anyways.

Crafting a +1 Holy Bolt costs 1 greater Good, 4 lesser and 1 Ebberon shard and a +1 quality liquid. So take a couple of laps around Irestone, collect those +1 weapons and armors and deconstruct for the quality. Then create stacks of 100’s to use with your repeater. The cool thing is that if you have holy arrows but not a holy or righteous shooter, you can still break the DR if you use those arrows/bolts together with a cold iron or silver infusion spell. I tried it and it works, plus the infusion spell doesn’t seem to get dispelled by anti magic as far as I could tell.

Another way to make existing weapons work in many different situation.

Artificer is a handy class. Okay caster, good rogue, nice supporter, okay DPS, useful Pre, okay companion/warforge pet and skilled in many things. It’s not super in anything; it’s not a bard supporter, AA ranged skirmisher, deadly caster or accomplished healer; but the many qualities makes it good at a lot of thing without being corn holed into one single excellent feature.