
Instead, here’s a list of items that are particularly good on Artificer compared to other classes: I’m not going to talk about all the strong items like Sticky Bombs and Ukuleles as we all know they’re universally good. You can also cancel Flamethrower by sprinting. You can cast Snapfreeze mid-Flamethrower to cancel it and get an instant execute once an enemy drops into the health range. Artificer has among the highest damage output in the game if you rotate her skills properly - playing like this is not 100% necessary but I assure that you will start melting bosses and seeing more success once you do. You can use R before RMB in the rotation if appropriate as well.

#RISK OF RAIN 2 BUILDS ARTIFICER FULL#
In other words, if you’re at full LMB charges while casting another skill, you’re doing it wrong (until you’re loaded up on CDR and Backup Magazines to the point where you can just freely spam). If you do this properly, you won’t ever run out of skills to cast (though after several rotations you may need to wait a bit for LMB to regain its charges if you are not using Shift). The long cast times give you enough time for you to regain all your LMB charges and weave them in between, while the tradeoff for having to do this is the ridiculous damage multipliers on all her skills. Consider her like Mercenary instead, and rotate your skills like so: Use all Flame Bolt (LMB) charges -> Fully charged Nano-bomb (RMB) -> Use all Flame Bolt (LMB) charges -> Flamethrower (R) -> Repeat ad infinitum You’re not supposed to play her like Commando or Huntress where you throw out your highest damage abilities on cooldown and basic attack in the downtime. The Artificers I see in quickplay throw out RMB, R then blow all LMB charges, wonder why they aren’t doing damage and then blame the fact that Flame Bolt has a cooldown and call her a bad class. Otherwise I feel it is fine in its current state.Īlso, you can hold the shift key to aim this skill indefinitely, should you need to. If there was one thing I had to change about this ability is that I’d make it semi-transparent so you can actually see through it. You don’t need this ability against bosses anyways, as you’ll see in the next section.

Of course, it has the low health requirement and is quite ineffective against bosses, but for an ability that offers this many things of course there are going to be some limitations. To maximize this ability, learn where the execute threshold is on an enemy’s HP bar (it’s not too hard to get used to) and try to drop it in the middle of your rotation when an enemy is at or close to the execute threshold.

You can use it to lock down narrow corridors (like the upper parts of the map in Rallypoint Delta), interrupt golem lasers/elder lemurian breaths/etc., help out a teammate across the map or just toss it out to execute elites and shoot mobs that are in it. That’s so much utility packed into a single ability.

It feels like three times a day I see a comment/post on this sub complaining about how bad Artificer is and how she needs a rework, often riddled with misconceptions about her usage. So I wrote a guide to help people get better at playing Artificer.
