Min-Maxing the Artificer Rogue
Let's talk about the Artificer and how to get the most out of it. There are three key talents from that tree (plus the focus ability). First and most important is the passive Opportunity Knocks - it reduces your cooldowns by 0.5 second whenever anyone in the party (including yourself) scores a critical hit. And Take Them Down is another passive which increases critical chance by 5% party-wide. You can see the main theme from those two skills - given enough stamina and high critical chance you can spam abilities, i.e. the primary function of the Artificer tree is to turn your Rogue into a sustained DPS machine. As I've said before, it's the equivalent of bringing a Gattling gun to a musket firefight.
Important note: the above means that the Artificer benefits the most from talents that score several hits per cast, as each has a chance of proccing a critical..
The other very important talent is Elemental Mines and its upgrade Throw Everything. The upgraded mines spend all your stamina, but litter the area in front of you with mines. With sufficient critical chance you will be able to cast mines with about 1 sec cooldown. Or less. Since they have various elemental types. no enemy is completely immune/resistant to them, which makes them the best mob killer in the game bar none, and I am talking across classes, not just Rogues.
Since the focus skill Hail of Arrows works only with Archery at the moment, I'll tackle it when discussing the Archer.
The other skills in the tree are only occasionally useful and therefore not a priority. Spike Trap and its upgrade provide an almost-instant CC centered on you and with a very small radius and damage - quite situational. Fallback Plan is a mix between Barrier-type damage mitigation, teleportation, and, with the upgrade, an isolating method for your nearest enemy, but since we will be killing stuff very fast adn we have Stealth in the first place, it will rarely come to use. Set Them Up increases your trap damage, which is nice for your mines and Spike Traps, but you'll get it anyway on the way to Elemental Mines. Tricks of the Trade is another party-wide buff, but not essential to the central concept of the Artificer, so it's lower on the priority list.
Now, since for all this skill spam we need stamina, we need a way to restore stamina fast, and that is Looked Like It Hurt from the Sabotage tree. It grants 10 stamina per critical hit. Oh wait, did I mention that the Artificer is built on the foundation of scoring critical hits? Why, yes I did. Once we've covered the bare essentials of the Artificer Rogue, another useful passive to get is Dance of Death from the DW tree. It works regardless of weapon used and grants 50 stamina upon a kill. Since Artificer already favors multiple hits per cast abilities, this means that you will be proccing this passive quite often. By late game you will be able to recast Elemental Mines on mobs as soon as the animation for the first cast finishes.
So, to sum it up, the bare essentials of the Artificer are the following:
Artificer - Opportunity Knocks, Elemental Mines (and its upgrade) and And Take Them Down. Hail of Arrows as wel, if you are an Archer and want to use a focus ability. Total of 6 or 7 skills.
Sabotage - Looked Like It Hurt and, since we can get it directly after, the armor sunder on critical hit - Cheap Shot. Total of 2 or 3 skills.
Subterfuge - Stealth only for Archers (they have Leaping Shot for dodging) or Stealth and Evade for DW. And since Ambush is right after Evade, we can take that one too - 6 sec of 50% armor penetration after Stealth. Total of 1 to 4 skills.
Things to focus on as an Artificer:
- Critical chance. Through gear and talents. Meaning that once you got your basic build done, Sneak Attack from DW is a good passive to get.
- Stamina replenishment and increase of general stamina pool (i.e + stamina gear). As I said, Dance of Death from DW is nice, and once you can get To The Death and its upgrade on Blackwall, you can make a beeline for the Sandy Howler in the Hissing Wastes and get that +50 stamina amulet.
- Abilities that score multiple hits per cast - because each hit can trigger a critical, meaning higher incidence of crits in a short amount of time. So taking mages with Energy Barrage, Chain Lightning and Blizzard will benefit you quite well.
TL;DR
Artificer is a specialization which favors high critical chance for sustained DPS through spamming abilities. Upgraded Elemental Mines spam destroy any mob and ability spam from your relevant weapon tree talents kills the big bosses. You start seeing big returns only after investing two points in the specialization tree and generally 6 points will serve for getting the most out of it with minimal investment. It's a very relaxed way of beating the game on Nightmare.





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