![]() ![]() Artificer’s Secondary: Charged Nano-Bomb & Nano-SpearĪnother two choices for the Artificer in her secondary loadout. One gives you DOTs, and one gives you AOE damage, so whichever one of those two options you fancy the most is what you should select. The choice between the two is more or less irrelevant. Plasma Bolt fires a bolt for 220% damage that explodes in a small area. Artificer’s Primary: Flame Bolt & Plasma BoltĪrtificer has two choices for her primary attack.įlame Bolt fires a bolt for 220% damage that ignites enemies (8 ticks for 25% damage) and holds four charges. Sadly, Artificer doesn’t have any abilities that push her in the air (she does, but you have to unlock it, and it is meh), so mostly this will be you yeeting yourself off a cliff to use. Holding the jump button allows Artificer to hover in the air. Artificer’s Passive: ENV SuitĮNV Suit is Artificer’s passive and the only “defensive” ability in her whole kit. I already have a loadout guide for every survivor, so you should check that out if you want longer explanations for every ability (and if you haven’t unlocked specific abilities). This section will go over all of Artificer’s available abilities. You have to make sure to use all of your abilities in the correct order to maximize your DPS while also making sure you don’t go too hard in the middle of fights, or else you are gonna end up restarting your run pretty early. That said, Artificer is right up there with Rex in terms of early-game burst damage and can become a boss buster like Loader. Instead, she has loads of damage abilities that emphasize the “can’t take damage if everything is dead” lifestyle. This means that any potential Artificer main needs to keep her CDs on their mind at all times and respect her burst window (see the rotation section below).īesides her CDs, Artificer also has zero survivability in her kit. Artificer’s Special: Flamethrower & Ion SurgeĪrtificer is a burst class like her fellow survivor Loader, but unlike Loader, Artificer has cooldowns on every ability, even her primary.Artificer’s Secondary: Charged Nano-Bomb & Nano-Spear.Artificer’s Primary: Flame Bolt & Plasma Bolt.Now has an icon to help keep track of when AirDodge is ready. AirDodge cooldown is now a debuff (same as Runalds/Kjaros cooldown "debuff").Might work in multiplayer now, please provide feedback if it does (or doesn't). Reworked a bunch of code related to IceSpear2.Maybe they'll work in multiplayer now, please provide feedback if they do (or don't). More changes to IceSpear2 and NovaBomb2 implementation.Fixed a bug where IceSpear2 wouldn't fire 3rd ice spear at high attack speeds. ![]() Mod is apparently broken in multiplayer (no big surprise there). Increased projectile speed of Flame Bolt and Plasma Bolt 80 -> 120.Range is capped at 80 (~5 syringes worth). One syringe worth of attack speed is a 20% increase. Flamethrower range now scales with attack speed.Increased base flamethrower range 20 -> 30.Lightning beams from projectile now hit twice as often at maximum charge.Reduced the damage of lightning beams from projectile itself to 200% (they no longer steal your Runalds/Kjaros proc).Lightning beams now strike nearby enemies while charging the skill for 200% damage with a chance to stun.Nova-Bomb projectile is no longer affected by gravity.Each Ice Spear deals 850% damage, third spear freezes and executes. ![]()
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