
It also doesn't help that she has no reliable way of taking cover against guaranteed damage sources, like stone titans and wandering vagrants, clinging to cover and awkwardly peaking once in a while makes her movement more predictable to other enemy types or plain isn't fun. But you have to consider that her slow pace also contributes to getting around the map more slowly and thus making gathering loot more inefficient, something which the ion surge doesn't solve on top of being vastly inferior to the flamethrower in damage numbers. And it doesn't scale with things like fire rate, which would be very handy.Īgreed, stirctly making the meta about dodging-skills and the abillity to retreat seems too one-dimensional. I mean, yeah, her flamethrower does 4400% damage, but only 2200% of that can proc anything. I think if she could put out her damage sooner (less charge up on her M2 for instance), her damage values got bumped up a little, and we let more of her damage scale well, she'd be in a happy place. Her being slow but with a nuke on her back is her entire point. Huntress' R has a waay longer cooldown and is stuck to the ground with it, but her original arrow rain does similar damage to flamethrower as well.
#ARTIFICER RISK OF RAIN 2 BEST SKILLS PLUS#
Loader's fist on the other hand has a similar cooldown to flamethrower and can do 2700% damage, plus some separate modifier for how fast you're going that's supposedly much bigger. Her flamethrower does 4400% damage, and because she has it she basically gives up on a dodging utility. That said, her risk isn't quite worth her reward these days because there's been some definite power creep with newer skills and characters. She also has jetpack, which is pretty OP imo. You can dodge everything you need to dodge in the first loop at base sprint speed. It feels stressful and as if your life is in danger when playing as Artificer, since you are either unable to run from overwhelming threats or unable to dispatch them in a controlled manner depending on your loadout choice.Īrtificer desperately needs a mobility buff, and alternatively a damage buff to her Ion Surge.

No matter what pickups you get your hands on, this is always true. Choosing Ion Surge as a loadout option on the other hand makes you miss out on the crucial dps that the flamethrower provides.īoth of these shortcomings contribute to Artificer being a sluggish and grindy character, since her lack in mobility or ability to deal with foes in a timely manner makes traversing the map and looting a chore since you are sure to be below the enemie's level of power because you either took too long fighting them or you move too slow to get to the loot. Having to tank all incoming damage isn't a rewarding play style, it makes playing as her a chore. The Back-up is a great equipment to support the Artificer - providing backup firepower during boss fights and when facing tankier enemies.Albeit having great damage output, her inability to dodge or otherwise evade or nullify damage while carrying the flamethrower in her arsenal makes her a sitting target for enemies with decent aim and higher dps than her.

This recommendation is based off Common (White) and Rare (Green) items for ease of finding within the game. Paul's Goat Hoof will help it move away when enemies get too close. The Artificer does not have a dash or phase move so it has slow movement speed. Gasoline is a great supplement to the Artificer's Charged Nano-Bomb, dealing damage-over-time plus spreads around to enemies nearby. Since the Artificer's fireballs damage solo targets better, the Stun Grenade will keep them in place and allow the Artificer to finish enemies off.

This move is useful in dealing damage to multiple enemies and stunning them. The Backup Magazine will increase the number of uses of the Artificer's Charged Nano-Bomb.

The Ukulele will support the Artificer's solo targeting fireballs, increasing its chance of hitting multiple targets with one enemy defeated.
