DW Artificer is just as viable as Archer, I think. Here's how combat generally goes.
If you aren't confident you'll win, or to spare Health Pots, use Fallback Plan. This is good to isolate enemies as well, once it is upgraded because you bring them back with you and use Knockout Powder to make them useless or kill them away from the bulk of the fighting. One of the advantages DW Artificer have over the Archer Artificer.
If there is an enemy Rogue, throw down Elemental bombs. This will prevent them from flanking. If any are Critical Hits, you'll regain Stamina from the Looked Like it Hurt Poison Passive (imperative). Worth noting, is that this also works if you're starting to get mobbed and need to make an escape. Throw Elemental Bombs, use Evade and watch the fireworks.
All this is done before the fight.
From there, it follows standard DW combat. Stealth + Flank Attack + Twin Fangs and then finish with either Deathblow or Shadow Strike. I choose Shadow Strike, mainly because Deathblow is bugged, but also because Shadow Strike reduces CD even more with the Artificer traps.
I play a party of Dorian (for Panic although Solas using his Weaken skills works, with Mercy Killing in Subertfuge tree), Cassandra as Tank and also because she can buff the party and you and the last spot goes to another Rogue, or a high-crit chance Mage.