Luckily, we have found ways for you to kill before you die using RoR2 Artificer. So, unless you are capable of killing your enemies first, you’ll find the Artificer very annoying. Charged Nano-Bomb is the better ability when taking into account Artificer's playstyle of running around and nuking enemies, but Cast Nano-Spear is also a valid choice.The thing with Artificer is that she has some of the best attacks in Risk of Rain 2, but she also has the worst survivability in the game. Charged Nano-Bomb does significantly more damage, but Cast Nano-Spear is a powerful defensive tool that can freeze enemies. Overall, Flame Bolt is the better choice because of its much more versatile Ignite effect.Ĭhoosing between Charged Nano-Bomb and Cast Nano-Spear will come down to your personal preference. Because Plasma Bolt's explosion effect only applies at the location the Bolt lands, it doesn't help in dealing with flying enemies any more than Flame Bolt does. Plasma Bolt is better used in situations where you are facing a lot of enemies on the ground but isn't as useful as Flame Bolt in all other situations. While Artificer's Alternate Abilities don't fundamentally change how she is played, their differences are notable. Don't underestimate how much damage a Charged Nano-Bomb can do, its uncharged damage is most likely enough to kill small enemies like Wisps and Lemurians. Charge Nano-Bomb alone can deal 2000% damage when fully charged, which is an incredibly high number. However, keep in mind that there is a slight delay after you press spacebar before you start gliding.Īrtificer can deal a lot of damage. Additionally, don't forget the Artificer can sprint while gliding, which can be a strong defensive tool for escaping sticky situations. Grab a few movement items like Wax Quail and Paul's Goat Hoof or Energy Drink to help with her mobility problem. This ability's second effect is that it will instantly kill low-health enemies, which can be great for taking care of smaller, grouped-up enemies. Her Utility Snapfreeze should almost always be used defensively to freeze enemies in place and run away. Certain items that reduce cooldowns like Bandolier or Alien Head can remedy this issue, but you can't always rely on getting those items if you aren't using the Artifact of Command.īesides her Passive, Artificer has no other mobility options. Don't burn through them all at once, or you'll find yourself with no option to attack and enemies aiming right for you. Additionally, space out your Primary usage, but always have at least one use on cooldown. Rose Buckler will help with this unavoidable damage as long as you are sprinting.Īrtificer's Primary has a bit of travel time, so be sure to lead your shots to land the hit. While her floating passive can be good for avoiding enemies, it also makes dodging Wisp and Stone Golem beams more difficult. Rose Buckler: Artificer's passive allows her to float, which she can sprint during. Don't go overboard with these items though, Artificer's other abilities don't really benefit from them. Leeching Seed or Harvester's Scythe: These items will give Flamethrower a massive additional healing effect. Hopoo Feather: One of Artificer's main weaknesses is her lack of mobility in her abilities, so getting a few Hopoo Feathers and other movement items like Paul's Goat Hoof or Energy Drink will be beneficial to her. Additionally, a Fuel Cell or two will only make this equipment better. Primordial Cube: This item is very strong on Artificer, allowing her to group up enemies for easy kills with Charged Nano-Bomb. However, keep in mind that this item has no effect on her Primary ability. Increased attack speed will actually speed up how fast she can charge her Secondary. Soldier's Syringe: Usually this item is used to increase the speed of a survivor's attacks, but in Artificer's case its application is a little different.
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