The Charged Nano Bomb is a powerful attack that will strike out at enemies as it travels by, and will explode in a rather large radius when hitting an enemy or a surface.Īrtificer’s Nano-Bomb requires 2 seconds to fully charge without attack speed bonuses, and its damage will increase the longer it is charged. Proc Coefficient: 0.3 (Sparks), 1.0 (Bomb) Charge up a nano-bomb that deals 400%-2000% damage and stuns all enemies. They do fine damage to bosses, but they are often best thrown at trash mobs to get them off your back. If you choose to use this alternative, then you should use it in the same way as you do Flame Bolts: fire them before and in between uses of your other skills. Even though you also have other skills perfectly capable of dealing with crowds, having a bit more isn’t necessarily a bad thing.Ī big plus for Plasma Bolt is that its large AoE makes accuracy a mere suggestion, and can offset this skill’s terrible velocity. Despite lacking a very valuable burn effect in the early game, the explosion is very handy for attacking groups. This skill trades off its sister skill’s damage over time for much more area of effect. It is unlocked by killing 20 enemies at once. The Plasma Bolt is Artificer’s alternate M1 attack, throwing volatile projectiles at your enemies rather than shards of flaming fury. ![]() Proc Coefficient: 1.0 Fire a bolt for 220% damage that explodes in a small area. Preferably at trash mobs that it’ll be able to kill. It has the shortest cooldown by far and you can easily fire them at enemies before your next attack. You will probably want to throw out your Flame Bolts before and in between your other skills. However, the Flame Bolt has a very slow travel time, meaning that it is not very viable to try to hit targets from far away. down to 1/4 health and just leave them to die on their own. This burn means that you can drop early game wisps, beetles, etc. It has fair area of effect, and burns targets upon hit. The Flame Bolt does high damage for a M1 skill, and is comparable to many other M2 skills. This ability cannot be consistently available to you and will almost always be on cooldown in some way (at least, it should be). I think it’s best to say that Artificer doesn’t have a real primary attack. This, paired with a long-ish cooldown, means that you will not be able to fire this as often as you may like. Hold up to 4.Īs Artificer’s standard M1 ability, it stands out from all the others in the fact that it only has 4 charges at a time. Proc Coefficient: 1.0 Fire a bolt for 220% damage that ignites enemies. ![]() That said, she is a hard survivor to learn – every attack is a cooldown, and you have little in the way of defense.Īlthough Artificer has unique struggles that gives her possibly the hardest endgame, her raw power sets her aside from the others, allowing her to get an good start that can change the course of a game in the long run. ![]() She can steamroll single targets, groups of enemies, and teleporter bosses alike with few level-ups or items. ![]() However, Artificer is still one of the hardest hitting survivors. It’s well agreed upon even by Artificer mains that she has some pretty major problems. She can be very powerful, but I’m sure many of you have noticed that it doesn’t always feel that way. A Quick SummaryĪrtificer is… not in a great spot currently. Please send me hate in the comments because this guide is probably not ready for release. As a longtime Artificer main, I’d like to give my own take on the character’s philosophy even though absolutely nobody asked.Īlso, half this guide was written before Skills 2.0, so my apologies for inconsistencies in writing or whatever other problems may arise from that kind of thing. A similar guide, by RobinValentine, exists already, but when I started this guide it hadn’t been updated in ages and was extremely outdated. This guide is written in order to help players better understand Artificer’s abilities, playstyles, and capabilities. A simple guide to playing this game’s most fascinating character.
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