Nice video. I was playing FPE as a main for whole year. 2300 hours and i just loved that char (swift build). I would say i was MVP in 95% of cases. Rly liked the gamestyle and its pleasure to see more love to spec who deserves it
Would I recommend this build? If you're looking to play artillerist in higher tier hell content and you don't want to play barrage because its smoge... Haha 😂 smoge caught me off guard. Great video thanks !!
Great video! I recently started trying FPE on hell content and this video answered a lot of questions. Would you recommend lowering crit for swift if you have double crit syns?
the thing you'd have to be careful with about running more swift is getting gated by mana costs. as is it's pretty close so if you are playing with good uptime you'll start running into mana issues even at like 600 swift without another class providing mana support.
@@gregmuchia4706 you'd just play around whatever the kbw efficiency breakpoints would be for your build with the crit synergies in your party. i believe the crit needed to hit 70% without any synergy and adrenaline is 1537?
Are you holding your turrets to cast both whenever you try to proc judgement? With one it seems very inconsistent. Good guide tho, now we just need to see it in action with the napalm. I wanna see how fast Helltan gets staggered ^^
Heya mate. Any chance of you making emperor video? I was wondering to make the build now 5x3 +2 with CD I sted of mass increase cos of CD stone. But I would love your thoughts on the build if u go a chance to play it as u said it was strong.
ty for the guide. what do you thinking about going to "Napalm Shot" LvL1 (if you dont need the stagger synergy) and then "Flamethrower" to LvL 11. as this should slightly increase your ceiling, is there any reason not doing this?
actually a pretty decent idea tbh. lowers the mana cost of the build as well. probably depends on how much your group needs the stagger (ie clown g1 you probably keep it)
@@useumm another option I was playing a lot is following: no conviction & judgement ("Napalm"->"Swing") then bleed on "turret" and quick recharge on "enhanced shell". worked out best for me so far. what do you think about that?
@@LeloNostra I tried this but felt I was getting mana gated way too hard and losing too much damage on summon turrets. It doesn't help that quick recharge rune proc rate isn't great as well.
what if you just put judgement on flamethrower? higher proc chance, allows you to spam turrets on cd. Seems like turrets are too important in the dmg breakdown to not spam them
I value the flamethrower galewind rune pretty highly and it would also make the rotation a little out of order prio-wise but it's probably pretty minimal overall tbh. I could try moving bleed to turrets and putting quick recharge on es and see how it plays!
nice i disagre though i really thought it was interesting that someone of your calliber didn't see the damage equilateral disparity of nuke vs MLR. no problem
so, full odds of conviction judgement proc are like 84%. first you need conviction (96% chance of hitting). then you need judgement which has a (1 - 6^4)=87% chance of hitting. So the chance of both occurring is .96*.87= .84
Nice video. I was playing FPE as a main for whole year. 2300 hours and i just loved that char (swift build). I would say i was MVP in 95% of cases. Rly liked the gamestyle and its pleasure to see more love to spec who deserves it
Would I recommend this build?
If you're looking to play artillerist in higher tier hell content and you don't want to play barrage because its smoge... Haha 😂 smoge caught me off guard. Great video thanks !!
this inspired me to play barrage arti without self shield. i kinda like it
Great video! I recently started trying FPE on hell content and this video answered a lot of questions. Would you recommend lowering crit for swift if you have double crit syns?
the thing you'd have to be careful with about running more swift is getting gated by mana costs.
as is it's pretty close so if you are playing with good uptime you'll start running into mana issues even at like 600 swift without another class providing mana support.
@@useumm I see, if you had infinite mana how low would you go on crit for top ceiling?
@@gregmuchia4706 you'd just play around whatever the kbw efficiency breakpoints would be for your build with the crit synergies in your party.
i believe the crit needed to hit 70% without any synergy and adrenaline is 1537?
Are you holding your turrets to cast both whenever you try to proc judgement? With one it seems very inconsistent.
Good guide tho, now we just need to see it in action with the napalm. I wanna see how fast Helltan gets staggered ^^
The cooldowns of the turrets end up lining up pretty well with napalm shot and conviction cd but yeah it requires a little bit more mindfulness of it.
Heya mate. Any chance of you making emperor video? I was wondering to make the build now 5x3 +2 with CD I sted of mass increase cos of CD stone. But I would love your thoughts on the build if u go a chance to play it as u said it was strong.
There's a chance but probably further down the line. I haven't played much emperor so I'd have to learn it tbh.
ty for the guide. what do you thinking about going to "Napalm Shot" LvL1 (if you dont need the stagger synergy) and then "Flamethrower" to LvL 11. as this should slightly increase your ceiling, is there any reason not doing this?
actually a pretty decent idea tbh. lowers the mana cost of the build as well. probably depends on how much your group needs the stagger (ie clown g1 you probably keep it)
@@useumm another option I was playing a lot is following: no conviction & judgement ("Napalm"->"Swing") then bleed on "turret" and quick recharge on "enhanced shell". worked out best for me so far. what do you think about that?
@@LeloNostra I tried this but felt I was getting mana gated way too hard and losing too much damage on summon turrets. It doesn't help that quick recharge rune proc rate isn't great as well.
what if you just put judgement on flamethrower? higher proc chance, allows you to spam turrets on cd. Seems like turrets are too important in the dmg breakdown to not spam them
I value the flamethrower galewind rune pretty highly and it would also make the rotation a little out of order prio-wise but it's probably pretty minimal overall tbh. I could try moving bleed to turrets and putting quick recharge on es and see how it plays!
is there anything you would change for non-hell fpe build?
I have no idea how this plays in non equalized I'm sure it's fine though
nice i disagre though i really thought it was interesting that someone of your calliber didn't see the damage equilateral disparity of nuke vs MLR. no problem
Chatting
4% chance that conviction doesn’t proc (0.6^6) (EDIT: Ignore me I think i was overlooking some of the skills’ multi hits?)
so, full odds of conviction judgement proc are like 84%.
first you need conviction (96% chance of hitting). then you need judgement which has a (1 - 6^4)=87% chance of hitting. So the chance of both occurring is .96*.87= .84
@@Obesepelican this is correct idk what I did on the math for the conviction proc initially ICANT
what does 7M mean?
just maxing 7 main damage skills. term taken from a popular GS build.