artillerist

Artillerist - Firepower Enhancement Raid Build

ArtilleristMetaPveRaid4
Required skill points:252
Enhanced Shell
Normal
Enhanced Shell
4
Skill Level
level 3 tripod
1
Quick Recharge
Napalm Shot
Normal
Napalm Shot
10
Skill Level
level 3 tripod
3
Rage
Multiple Rocket Launcher
Normal
Multiple Rocket Launcher
10
Skill Level
level 3 tripod
level 3 tripod
level 3 tripod
132
Protection
Flamethrower
Combo
Flamethrower
10
Skill Level
level 3 tripod
level 3 tripod
level 3 tripod
331
Wealth
Air Raid
Normal
Air Raid
10
Skill Level
level 3 tripod
level 3 tripod
level 3 tripod
232
Galewind
Summon Turret
Normal
Summon Turret
4
Skill Level
level 3 tripod
3
Bleed
Homing Barrage
Normal
Homing Barrage
10
Skill Level
level 3 tripod
level 3 tripod
level 3 tripod
232
Overwhelm
Energy Field
Normal
Energy Field
10
Skill Level
level 3 tripod
level 3 tripod
level 3 tripod
311
Quick Recharge
Required skill points:252

Armor Destruction

Vital Point Barrage

Repulse

Bullet Enhancement

Law of the Jungle

Swift Fingers

Piercing Shell

Internal Ignition
Engravings
Combat Stats

Intro

The "EXPLOSION!!!" Artillerist Raid Build, this is where you get to point at things and blow them up with nuclear bombs, air-strikes bombardments, way to many rockets and a giant laser. Special effects and a VERY tanky character dealing massive amounts of damage with great Stagger de-buffs and damage for your entire team.

Skill Point Progression

  • At 268 Skill Points upgrade Napalm Shot to level 7 and add Napalm Shot, Vital Point Barrage.
  • At 284 Skill Points upgrade Summon Turret to level 7 and add Summon Turret, Enhanced Turret.
  • At 312 Skill Points upgrade Napalm Shot to level 10 and add Napalm Shot, Chain Explosion.
  • At 340 Skill Points upgrade Summon Turret to level 10 and addSummon Turret, Laser Turret.
  • At 356 Skill Points upgrade Enhanced Shell to level 7 and addEnhanced Shell, Bullet Enhancement

Alternative

For more gauge generation if you are able to upkeep your de-buff easily with only Summon Turret you can replace Enhanced Shell with Forward Barrage Forward Barrage, Firepower Control Forward Barrage, Enhanced Barrage and a Wealth, 3 rune.

Skill Breakdown

  • Napalm Shot De-buff Stagger and Stagger ability with reasonable damage, long wind up and also your Counter skill.
  • Multiple Rocket Launcher Combined with Protection, 3 great for self-buffing and triggering Barricade whilst doing good stagger and damage.
  • Flamethrower Back hit gauge generation with medium range to deal ok damage and stagger.
  • Air Raid Short delay big damage ground-targeted AoE.
  • Summon Turret De-buff turrets with Summon Turret, Armor Destruction.
  • Enhanced Shell Quick de-buff rotation skill.
  • Homing Barrage A 3 second time-delay nuclear rocket that deals big damage and leaves a radiation field.
  • Energy Field A 40% shield that gives push immunity with Energy Field, Solid Shield.
  • Barrage: Howitzer Identity Gauge skill 1: Quick ground-target AoE damage with Weak Point and low stagger.
  • Barrage: Focus Fire Identity Gauge skill 2: Does close range shotgun burst shots with mediocre damage.
  • Barrage: Energy Cannon Identity Gauge skill 3: Big damage energy beam very slow rotational speed. High stagger Weak Point Lv2.
  • Bombardment: Impregnability Identity Gauge skill 4: Strong shielding ability typically used at the start during Barrage Mode.
  • Missile Barrage Your Awakening Ability, gound-target rocket barrage falling from the sky.

Gameplay

  • Upkeep Summon Turret, Armor Destruction de-buff with Summon Turret and Enhanced Shell. You only need 1 Summon Turret out at a time for this which will then recharge its Cooldown per turret.
  • Your main skill rotation is:
  1. Enhanced Shell + Energy Field
  2. Homing Barrage
  3. Air Raid
  4. Multiple Rocket Launcher
  5. Napalm Shot
  6. Enhanced Shell / Forward Barrage
  7. Flamethrower
  • Energy Field gives a big shield that gives Push Immunity while performing your main rotation and prevents most interruptions while casting your main damage abilities Homing Barrage and Air Raid. The rest of the rotation is used as filler or Identity Gauge generation.
  • Whenever you have Barrage Mode ready after using Homing Barrage and Air Raid apply Summon Turret, Armor Destruction, cast Barrage Mode quickly follow up with Bombardment: Impregnability followed by Barrage: Howitzer and Barrage: Energy Cannon and disable Barrage Mode to return to your main rotation. You can cancel your Barrage: Energy Cannon by re-activating it if the target moves out of its rotation range as the rotating is rather clunky and slow.
  • When using Barricade you can use the following rotation options as fillers before Energy Field is available again to apply the Engraving Effect.
  1. Homing Barrage
  2. Air Raid
  3. Multiple Rocket Launcher with Protection, 3

OR

  1. Homing Barrage
  2. Air Raid
  3. Flamethrower

Stats

The Artillerist focuses heavily on Crit and Swiftness. The recommended setup would be to go Crit on all accesories with Swiftness as your secondary stat on your necklace. Together with Firepower Enhancement the Artillerist will have very high Crit Rate on all abilities. Swiftness will help compensate for animations, cooldowns and low mobility that the Artillerist has.

Engravings

There are a few setups that work well for the Artillerist. Below are the recommended Engravings for this build.

Starter Engravings

  • Firepower Enhancement gives -20% damage received and increases Crit Rate per stage. Before Tier 3 you only need 1 level into this.
  • Hit Master is great for the majority of the Artillerists skill-set because there are no back or head attack requirements on them.

Endgame Engravings

  • Keen Blunt Weapon* is a great engraving once you hit the break-point at 65-70% Crit rate, as the Artillerist stacks a lot of passive Crit with Firepower Enhancement and base stats.
  • Barricade increases your damage when shielded. This is great to use with Energy Field, Flamethrower, Bombardment: Impregnability and Multiple Rocket Launcher with any Protection, 3 Rune.
  • Adrenaline helps get higher Crit rate and a slight damage boost which is easily stackable with the Artillerist's main skill rotations.

Advanced Engravings

  • Cursed Doll* for a simple Attack Power increase but receiving 25% less healing from all sources, aka potions/bards. Often chosen as the final/5th engraving.
  • Grudge* for a 20% increase of damage vs bosses while also receiving 20% more damage. Very powerful but with a drawback. As the Artillerist is naturally very tanky its not as punishing for him as it is for other classes.

(*)These Engravings should only be used at Engraving level 3.

Optimal Setups

Prioritize Top to bottom Engravings first. Note that both these setups are optimal just a change in preference.

Standard

  • Firepower Enhancement Level 3
  • Hit Master Level 3
  • Keen Blunt Weapon Level 3
  • Grudge Level 3
  • Adrenaline Level 2
  • Cursed Doll Level 3

Alternative

  • Firepower Enhancement Level 3
  • Barricade Level 3
  • Keen Blunt Weapon Level 3
  • Grudge Level 3
  • Adrenaline Level 2
  • Cursed Doll Level 3

Note that Adrenaline has the lowest priority with no drawbacks and can be used at Level 1 or ignored completely if that means you can get Level 3 Cursed Doll.

Gear Sets

The only noteworthy gear set currently is the Harsh Oath Set from Argos, as the Artillerist focuses on high Crit already, Crit damage will help boost his damage further the most.

Runes

Runes enhance Skills with extra bonuses. All rune obtained runes are account bound and have limited availability, so placement of Runes on the correct Skills is very important. Below are the recommended pairings.

  • Air Raid Galewind, 3
  • Homing Barrage Overwhelm, 4 or Conviction, 3
  • Flamethrower Wealth, 4
  • Napalm Shot Rage, 4 or Judgment, 4
  • Summon Turret Bleed, 4 or Quick Recharge, 3
  • Multiple Rocket Launcher Galewind, 3 or Protection, 3
  • Energy Field Purify, 3 or Quick Recharge, 3
  • Forward Barrage Wealth, 3
  • Enhanced Shell Quick Recharge, 3 or Rage, 4

Conviction, 3 and Judgement, 4 is preferred if you have access to the combo. If you use Barricade then Protection, 3 is the preferred option for Multiple Rocket Launcher.

Note that having more then 1 Rage, 4 Quick Recharge, 3 is not necessary. And Purify, 3 is useful for encounters that require you to cleanse a debuff.

Gems

Gems grant bonus damage and cooldown reduction to specific skills. You can only equip 11 of these Gems at a time so it is recommended that you prioritize the Gems for your most important skills.

Attack Gems

  • Air Raid
  • Homing Barrage
  • Flamethrower
  • Multiple Rocket Launcher

Cooldown Gems

  • Air Raid
  • Homing Barrage
  • Flamethrower
  • Multiple Rocket Launcher
  • Energy Field

Gear Skill Tree and Tripods

Once you enter Tier 3 there will be gear that starts dropping to enhance your abilities through the tripods. Tripods levels go up to a maximum of 5 (+4 on gear) and each level can enhance the effect of the tripod for example, damage, cooldown, buff intensity and mana cost.

Recommended tripods to focus on for the Artillerist are the following:

  • Air Raid Air Raid, Quickfire Air Raid, Lightning Barrage Air Raid, The Big One
  • Napalm Shot Napalm Shot, Vital Point Barrage Napalm Shot, Chain Explosion
  • Multiple Rocket Launcher Multiple Rocket Launcher, Flame Rocket Multiple Rocket Launcher, Quick Barrage Multiple Rocket Launcher, Access Denied
  • FlamethrowerFlamethrower, Firepower Control Flamethrower, Shield Flamethrower, Azure Flame
  • Summon Turret Summon Turret, Enhanced Turret Summon Turret, Laser Turret
  • Forward Barrage Forward Barrage, Firepower Control
  • Homing Barrage Homing Barrage, Weak Point Detection Homing Barrage, Power Bomb
  • Energy Field Energy Field, Energy Increase

Card Sets

Cards are an endgame system to maximize your characters potential. Below are some of the recommended sets/setups for this class. You have a total of 6 card slots available and can create several combinations until you start working on Awakening piece sets and reach their minimum requirements.

  • Beginner Card Sets
  • Field Boss II 4 Set. This will give you +8.00% Max Health.
  • Romanticist 2 Set. Lowers your Movement Skill Cooldown by -10%.

Or

  • Forest of Giants 3 Set. This increases the Effectiveness of your recovery items by +15%. (Best Value non-awakening card set).
  • We'll Meet Again 3 Set. This will give you -12% Damage taken while below 50% max Health. And at 9-Awakening an additional -18% Damage taken while below 50%.

You can also combine the Forest of Giants 3 Set with a Field Boss 2 Set for the +4.00% Max Health boost instead or Romanticist 2 Set for Cooldown reduction on your dodge.

These sets are obtainable early on in the game and give you a slightly better time playing as you learn and get better and until something better becomes available as the ones mentioned below.

  • Budget Card Set
  • Lostwind Cliff 6 set (12-piece Awakening) This will give you Crit rate +7.00%.

The Lostwind Cliff card set gives you a nice Crit bonus at a more acceptable rate of awakening, leveling this up beyond 12-piece Awakening doesn't have enough investment value. It might take you a while to get it however the Seria and Solas cards are to a degree farm-able instead of being purely luck dependent. (Note: Requires full 6 piece set to be equipped).

  • Optimal Damage Card Set -Light of Salvation 6 Set(12-piece Awakening) Converts your damage type to Holy. -Light of Salvation 6 Set(18-piece Awakening) Holy Damage +7.00% -Light of Salvation 6 Set(30-piece Awakening) Holy Damage +8.00%

This card set will increase your raw damage output by a total of 15.00%, a added bonus to that is the +30.00% Dark Damage Reduction it gives. The Light of Salvation card set is the best damaging card set for all DPS characters in the game but will take very long to complete to a 30-piece Awakening stage. This is a super-long-term goal. (Note: Requires full 6 piece set to be equipped).

Summary

  • Use Energy Field to increase survivability and reduce risk of interruption.
  • Keep your Summon Turret, Armor Destruction de-buff up by always having one Summon Turret summoned and/or by using your Enhanced Shell.
  • Use your Spacebar to cancel long animation skills if needed to dodge incoming attacks.
  • Your Counter Attack ability is Napalm Shot it has a very slow long wind up to counter.
  • Your strongest combo is Homing Barrage + Air Raid.
  • For Stagger checks start off with Napalm Shot if available for the de-buff Napalm Shot, Target Focus.
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