Artist

Community Guide
LAST UPDATED
February 8, 2026
Editors
niight

This document is created by community members as a compilation of class related information. This is not meant as a new player guide, if you are a new player we suggest reading Maxroll’s Build Guides instead. If you have any feedback or want to help with class discussions, join our Discord!

View Google Docs Version (Legacy)

How does my Identity work?

 

Artist

As you attack you generate Harmony Meter to gain Harmony Orbs (max of 3). 
These Orbs can be used to cast two skills: Sunrise and Moonfall. (default Yy Skill 01 4X and Yy Skill 01 3Z
These skills have baseline Push Immunity and Status Ailment Immunity during cast.

Yy Skill 01 22Efflorescence and Yy Skill 01 25Dream Blossom Garden will fill 2 Orbs.

Yy Skill 01 4

Sunrise (X, 1 Orb)

Instantly restores 25% of Artist's Max HP to 1 target with the lowest HP within 24m.

Ark Passive Yy 1Full Bloom in Enlightenment Tree adds: 
When using Yy Skill 01 4Sunrise, instantly heals all party members within 24m an amount equal to 7/11/15% of Artist’s max HP.

Yy Skill 01 3

Moonfall (Z, 2 Orbs)

Increases outgoing damage by 10% for 10 seconds.
The efficiency of this buff scales with the Specialization stat.

Ark Passive Yy 7Setting Moon in Enlightenment Tree adds:
Consumes 1 Orb when casting Yy Skill 01 3Moonfall with less than 2 Orbs, increases outgoing damage by 10% for 5 seconds.
Casting 2 Orb Moonfall returns 5% of used meter.

Ark Passive Yy 16

Combat Technique

Paint: Combat Technique is Artist's capstone node in the Enlightenment Tree that adds an additional gameplay mechanic that specializes in prolonging Yy Skill 01 3Moonfall and reducing cooldowns.

Moonfall effectiveness +10/15/20% and increases duration by +20%. Consecutive Moonfalls now stack their duration instead of refreshing the buff.
Gain a stack of Ink Energy for every Harmony Orb consumed by X and Z, up to 9 stacks.
When using Moonfall with 8 or more Ink Energy, consume 8 stacks to instantly receive -15% cooldown reduction on all skills (except for T, Awakening, and Hyper Awakening) and reduce Dragon Engraving's remaining cooldown by -4 seconds.

Chaos Dungeon

Sun Well
Sun Well
Level 10
2
3
2
Galewind
Pouncing Tiger
Pouncing Tiger
Level 14
2
2
2
Galewind
Sunsketch
Sunsketch
Level 10
2
3
2
Galewind
Crane Wing
Crane Wing
Level 14
1
3
1
Galewind
Ink Well
Ink Well
Level 14
2
3
1
Galewind
One Stroke
One Stroke
Level 14
2
3
1
Galewind
Sprinkle
Sprinkle
Level 10
3
3
1
Quick Recharge
Starry Night
Starry Night
Level 10
2
2
2
Vision
Awakening
Engravings
Cattle Drive
Cattle Drive
Spectacle
Spectacle

Ark Passives

Evolution
Specialization
Specialization
10/30
Swiftness
Swiftness
30/30
Goddess of Blessings
Goddess of Blessings
3/3
Passionate Dance
Passionate Dance
2/2
Luminary
Luminary
1/1
Prayer
Prayer
1/1
Standing Striker
Standing Striker
2/2
Enlightenment
Setting Moon
Setting Moon
1/1
Full Bloom
Full Bloom
3/3
Siblings
Siblings
1/5
Blessing of the Sun
Blessing of the Sun
3/3
Brand Enhancement
Brand Enhancement
1/5
Paint: Combat Technique
Paint: Combat Technique
3/3
Leap
Transcendent power
Transcendent power
2/5
Awakening Amplifier
Awakening Amplifier
3/3
Release Potential
Release Potential
5/5
Instant Spell
Instant Spell
3/3
Dragon Ballz
Dragon Ballz
3/3
Notes
  • Ark Passive 01 54Awakening Amplifier is better for endgame raids that require more than 8 Awakenings, while Ark Passive 02 3Transcendent Power is better for shorter raids/farm/homework content, and situations that call for Hyper Awakening burst damage (e.g. Kaz G2-2 x300). Allocate points between these nodes at your own preference.
  • Ark Passive 02 1Charged Fury is poorly worded; this node only activates once in a fight the moment your Hyper Awakening gauge fully fills. It is difficult to control when this occurs, and so this node may not even gain you an extra use of your Awakening. Only use this node if you are confident you can gain an extra use of Awakening from it.
  • It is recommended to have a point in each Ark Passive Yy 6Brand Enhancement and Ark Passive Yy 18Siblings node. 1% Brand Power translates to ~0.16% increase and can be forgone for an on demand push immunity shield from Twin Shield. While the 8% Max HP shield can look underwhelming at first, it is one of the very few ranged shields in Artist's kit. The shielding and blocked damage it gives during raids due to its frequent application can add up significantly and rival Yy Skill 01 7Portal's mitigation.
  • Always max out Ark Passive Yy 16Combat Technique to level 3. This provides a high amount of buff strength when maxed and should always be prioritized with 101 Enlightenment points. However, it is acceptable to put points into side nodes as a starting player when you do not have enough Karma in Enlightenment to 3/1/1.

Engravings

Core Engravings
Pick One
Notes
  • Cut a stone with 7+ nodes on AwakeningAwakening. It is the most efficient engraving. Drops of EtherDrops of Ether is the ideal secondary line, with Magick StreamMagick Stream as a weaker alternative.
  • Drops of EtherDrops of Ether is a very good engraving, try to make space for it if you can.
    • Base strength orb is 10% ATK power buff, however with DoE at lv. 2 on your rock, it is increased to 11.50%. With full relic books and lv. 2, it is 13.1% ATK power buff. This buff is almost a second ATK power buff from your rotation.
  • Heavy ArmorHeavy Armor is recommended for new Artist players that want the extra Defense safety net and for progging a newly released raid where patterns and damage taken is uncertain. It is a low value engraving on experienced Artists with high shielding uptime and can be swapped for an addon engraving if wanted.
  • In circumstances such as farm raids where you might not need Heavy ArmorHeavy Armor or ExpertExpert, you can grab additional addon engravings. 
    • Max Mp IncreaseMax MP is a catchall solution to mana problems but should be the last resort when there are other options available (eg. food, focus runes, bracelets, pocket summoner). Artist is not an extremely mana intensive class like Bard because we  by default run two skills at level 7. However if Sun Well is not utilized often, mana problems can occur. Can also be taken in Guardian Raids over Heavy Armor.
    • Vital Point HitVital Point Hit can be helpful to increase stagger contribution without changing to Overwhelm runes 
    • Explosive ExpertExplosive Expert adds carrying capacity to bombs, but does not reduce the cooldown between uses. Can be helpful in prog if the gate duration is long and extra Dark Grenades are utilized for damage increase.

Skills

Sunsketch
Sunsketch
Level 14
1
2
1
Quick Recharge
Focus

Main Attack Power Buff, Dmg Reduction, Attack Speed

  • Tripod Tier 1 23Tenacity is highly recommended as this skill is too important to be cancelled. Any other tripods in this row is a niche pick and not recommended.
  • Tripod Tier 2 117Robust Protection increases the Damage Reduction from -15% to -35%, which is a hidden OP because Sunsketch has a 60% uptime. It is highly recommended because of its high uptime and strong effect.
  • Tripod Tier 2 65Agile Strokes can be used to increase party Attack Speed when you do not need Damage Reduction in farm content. However, it is the same Attack Speed buff as the tripod on Yy Skill 01 11Orchids, so it will not stack.
  • If you are using QR, put the highest level here.
  • Alternative rune(s): Galewind
  • Does not stack with Yy Skill 01 10 Sun Well, cycle these skills for high buff uptime.
Sun Well
Sun Well
Level 14
1
1
1
Judgement
Focus

Main Attack Power Buff, Party Mana Gain

  • Tripod Tier 2 75Ink Shield can be used to apply a shield but instant mana recovery will go from 37% to 25%, causing mana issues for you and your party. Can be used with mana-less party and when you have Max MP.
  • This skill grants an AoE of 2s of buff, but must be stood on to refresh the buff for the duration of the skill. The mana refund has a 24m range.
  • Alternative rune(s): Galewind, Quick Recharge
  • Does not stack with Yy Skill 01 9 Sunsketch, cycle these skills for high buff uptime.
Drawing Orchids
Drawing Orchids
Level 10
3
3
2
Conviction
Wealth

Brand, Weak Point lv. 1, Stagger, Attack/Move Speed Buff

  • Tripod Tier 1 65Agile Strokes grants +8% Attack Speed for 3 seconds to all party members standing on Orchids. This buff has ~45% uptime.
  • Tripod Tier 1 34Mind Enhancement can be used to help with mana issues at the cost of your Attack Speed boost.
  • Tripod Tier 3 143Faraway Journey increases skill size by +3 meters in length and width, thus making the skill easier to land. This should be your standard choice for general raiding.
  • Tripod Tier 3 144Walk the Flowery Path provides +30% Move Speed and is generally only a niche pick for farm content with slow melee compositions.
Hopper
Hopper
Level 10
1
1
1
Wealth

Shield, Meter Gain, Mobility, Push Immunity (with 14P Bouncing Brushwork core)

  • Tripod Tier 2 135Yellow Ink creates a shield on party members within 5 meters of the hop landing spot. You want to land on the boss to gain meter and land on your teammates to shield them  simultaneously.
  • This is your core shielding and meter gain skill and should be used as often as possible. Each hop will refresh the duration and health of the shield, not increase the shield size, so a quick one or two hops can provide fast shielding in an emergency.
Illusion Door (Portal)
Illusion Door (Portal)
Level 14
2
2
2
Quick Recharge

ShieldMeter Gain, Cleanse, Teleport

  • Tripod Tier 1 23Brutal Honesty can be used if you are not struggling with mana.
  • Tripod Tier 2 126Purify allows the skill to cleanse on skill placement with a range of 7m around the portal. Place on yourself to cleanse yourself. It will only cleanse the most recently applied debuff.
  • Portal will not shield yourself but only other party members. Level this skill to 14 for the maximum amount of shielding.
  • The meter generation of this skill does not scale with Spec, Wealth, or necklace meter line. Meter is gained on portal placement and it is the only skill that can generate meter without a boss present. This is your second best meter generator in most cases when used properly. It should never be left at full stacks and is best to keep one stack available for on demand shielding or cleansing, but both stacks can be used for quick burst meter if you know shielding/cleansing won't be necessary in the next 20 seconds.
Counter (Pick One)
Upward Stroke
Upward Stroke
Level 7
2
3
Wealth
Quick Recharge

Counter, Meter Gain, Weak Point lv. 1, Stagger, Push Immunity

Recommended Counter

  • This skill can be left at level 7.
  • Both hits can counter. Only applies weak point once.
  • Decent meter gen with Wealth rune. Galewind is usually not necessary for most telegraphed counters. Quick Recharge can only be proc’d once, even when both parts of the skill are used. Can spam once to fish for QR.
  • This skill can be dropped for other instant meter generation skills in very fast farm content that does not require counters.
  • Alternative rune(s): Galewind, Vision
One Stroke
One Stroke
Level 10
3
2
2
Wealth
Overwhelm

Meter GainCounter, Stagger

  • Tripod Tier 1 6Swift Fingers is an option but loses the identity gain, so it sacrifices the main selling point of the skill.
  • It is best if the boss lingers on the puddle that Tripod Tier 3 22Scroll Creation leaves behind for maximum meter gain.
  • This skill is harder to use effectively but can be a decent option for additional meter gain and stagger on your counter. The windup on this skill is incredibly long so reactive countering is impossible. Both slaps can counter.
Utility Skills (Pick Two)
Starry Night
Starry Night
Level 10
1
1
1
Wealth

Shield, Damage Reduction, Meter, Push Immunity

Recommended Utility

  • Tripod Tier 3 65Azure Starlight grants a small shield that lingers on party members and self for 2s. Damage Reduction on party lingers for the duration of the shield. Holding the skill continuously will refresh the shielding and DR. Self DR is only during skill use.
  • One of your best skill options, providing strong Damage Reduction, meter generation and push immunity. It can be used either frequently off cooldown for meter gain or held for dangerous patterns that require DR.
  • Recommended to hold fully or release skill early at your own discretion.
  • This skill can be dropped for other instant meter generation skills in very fast farm content that does not require DR while being extremely overgeared. Not recommended to drop for new players or new content.
  • Alternative rune(s): Rare Wealth, Rare QR
Pouncing Tiger
Pouncing Tiger
Level 7
2
2
Wealth

Meter Gain, Weak Point lv. 1, Stagger

Recommended Utility

  • This skill is efficient at level 7. 
  • Not recommended to run at level 10. Tripod Tier 3 149Two Tigers can make it more difficult to land, halving identity gain and weak point if one misses, as well as increasing the mana cost. However, the additional weak point is useful in some gates. Applies weak point lv. 1 twice.
  • This skill can be replaced with other utility skill options based on personal preference.
Ink Well
Ink Well
Level 10
2
3
1
Wealth

Meter Gain, Weak Point Lv. 1, Stagger

  • Tripod Tier 3 148Carp King Emergence can grant more identity but it is harder to use and land. Can be taken on gates with immobile bosses such as Mordum G3 along with Tripod Tier 2 56Swift Preparation.
  • Well rounded skill that is similar to Tiger in meter gain per mana cost but has less stagger. Since it is used at level 10 it can be more mana intensive when replacing a skill that is used at level 7. It gives ~30% more meter per cast than Tiger, however it has a longer base cooldown so meter gen per minute can even out on longer fights. Good for cutscene heavy raids that can utilize burst meter generation.
Sprinkle
Sprinkle
Level 10
3
1
2
Overwhelm
Quick Recharge

Shield, Stagger, Weak Point Lv. 1

  • Tripod Tier 1 34Mind Enhancement can be taken if you are struggling with mana, but makes the projectile thinner.
  • Tripod Tier 2 87Drawing a Line extends skill range to 16m and can be useful to shield far away teammates. This tripod along with Tripod Tier 3 75Ink Shield makes this skill your beefiest (30% max HP) ranged shielding in comparison to other options such as Yy Skill 01 7Portal (20% max HP range 12m) and Ark Passive Yy 18Siblings (8% max HP range 24m).
  • Must hit your teammates with the skill to shield them.
  • Best skill for any lengthy stagger important scenarios due to its short cooldown and high stagger.

T Skill and Awakening

Dragon Engraving
Dragon Engraving

Grants all teammates 10% Outgoing Damage increase for 12 seconds and 20% Hyper Awakening damage increase for 24 seconds.

This effect stacks with your AP Buff, Identity and Brand. 
Use it off cooldown, it is not worth holding as the damage buff is quite significant, unless there is a telegraphed mechanic that requires Hyper Awakening buffed (Kaz G1 x500, Kaz g2-2 x300).

This skill’s cooldown can be reduced by Quick Recharge and Judgment runes, and cooldown reduction from Combat Technique.

There is a small chance another dragon will come to visit.

Awakening
Efflorescence
Hyper Awakening
Dream Blossom Garden

Apply a shield equal to 100% of your Health for 12 seconds to allies within 24m. Deals some damage and generates 2 Harmony Orbs. 

  • This is your main Awakening for raiding. Does not need to deal damage to generate orbs. Should be spammed off of cooldown unless you are saving for a specific mechanic or situation. 
  • Dream Blossom Garden additionally provides 30s of Crisis Evasion buff to Party Members on top of shielding and Orbs. 
  • This has a very long animation(~4s). Make sure your Buff 3 223AP buff has enough duration left before using it.

Gem Priority

Gems are listed in order of most to least important from left to right. Grayed out icons are optional.
DMG
DMG gem 0DMG gem 1DMG gem 2
CDR
CDR gem 0CDR gem 1CDR gem 2CDR gem 3CDR gem 4CDR gem 5CDR gem 6CDR gem 7
Notes
  • Yy Skill 01 9Sunsketch CDR gem should be your highest priority when upgrading gems after DMG gems. This is the main bottleneck of AP buff rotations and a high level gem (8+) will help alleviate pressure.
  • Upgrade Sunsketch DMG gem before Yy Skill 01 3Moonfall unless you consistently have high (80%+) uptime. AP buff effects of Sunsketch is incredibly powerful and can reach up to 70% uptime depending on pacing of the raid.
  • Any CDR gem upgrades after Yy Skill 01 7Portal can be left up to user preference in order of upgrading. Yy Skill 01 6Hopper and Portal are important utility skills that should be prioritized over other skills that don't gain as much value from upgrading CDR. This ordering is not a hard rule, but strongly recommended.

Skill Rune Priorities

Skill Rune Priority is listed in order of most to least important from left to right.

Rune

Skill Priority

Wealth

Wealth LegendaryWealth EpicWealth Rare

Yy Skill 01 6Yy Skill 01 8Yy Skill 01 18Yy Skill 01 16Yy Skill 01 11Yy Skill 01 20Yy Skill 01 14Yy Skill 01 12

Quick Recharge

Quickrecharge LegendaryQuickrecharge EpicQuickrecharge Rare

Yy Skill 01 9Yy Skill 01 7Yy Skill 01 12Yy Skill 01 20Yy Skill 01 14

Ark Grid Cores

Sun
Moon
Star
Order
Unspeakably Soft | Sun's EmbraceUnspeakably Soft|Sun's Embrace
Illusory Door | Sun's WarmthIllusory Door|Sun's Warmth
Bouncing Brushwork | Dimensional GateBouncing Brushwork|Dimensional Gate
Chaos
Faith EnhancementFaith Enhancement
Echoing BrandEchoing Brand
WeaponWeapon
Notes

Cores are listed left to right in order of recommendation, those that are not listed are still viable but not the best. You can mix and match cores if they are naturally dropped. Recommended to open Sun and Moon core at the same time with pity boxes.

Ancient Core > Relic Core > Legendary Core. It is fine to use a Sun/Moon core that is higher grade than the recommended choice.
For specific character calculations, use the Support Buff Calculator

Unspeakably Soft

  • Recommended because of the Max HP and Dragon Engraving Enhancement it provides.

Sun's Embrace

  • Its round drop effect is a self shield.

Bouncing Brushwork

  • 14P's Push Immunity and faster Casting Speed are major QoL upgrades to Hopper, which enables shielding in much more dangerous situations where it would be cancelled without the Core.
  • 17P and beyond grants more Meter Generation, shield duration, and cooldown reduction, which solidifies Hopper as your number 1 priority skill to use after buffing skills.

 

Gameplay Overview

Artist gameplay is focused around five major aspects:

Attack Power Buff (“AP”)
Ink Brand
Identity (“Orbs”)
T Skill
Utility (Shielding, DR, Counters)

Knowing which one to prioritize at any given time can greatly increase the damage, survivability, and overall raid experience of your teammates.

Artist is a very busy and interactive class when played with full swiftness. You will always have buttons to press and you should almost never leave any skills off cooldown. 

A B C’s: ALWAYS BE CASTING

Yy Skill 01 20Counters, Yy Skill 01 14Starry Night and Yy Skill 01 7Illusion Door(Portal) are exceptions where sometimes it is best to hold them to use them optimally in certain situations. You may want to hold a Counter for a crucial mechanic, or hold a single stack of Yy Skill 01 7Portal for necessary cleansing or ranged shielding.

Ark Passive Evolution 42Luminary and Magick StreamMagick Stream (MS) stacks(Buff 0 117/Ability 86) are another integral part of support gameplay as they provide buff enhancement, MP recovery, and cooldown reduction. During raids, it's important to pre-stack and maintain these stacks whenever possible, they have different icons but same duration, so it's easy to follow them. Every skill used will grant one stack and refresh the buffs' duration.

Luminary stacks provide you with a bonus to your AP buffs and also a constant cooldown reduction when you have max (5) stacks.
Magick Stream stacks provide you with mana recovery and also a constant cooldown reduction when you have max (10) stacks.

Those cooldown reductions are crucial for your overall performance. You should always pre-stack to max stacks before any raid start in the workshop circle and always keep max stacks during the raid, even if there is a brief moment of downtime. These buffs are lenient (10s duration) so it's very easy to upkeep as long as a skill is used. If you lose those stacks, rebuilding them during a raid will take a while and all skills used before you max stacks have a longer cooldown, which is suboptimal.

Attack Power (AP) Buff

Buff 3 223

Yy Skill 01 9 Yy Skill 01 10

Artists have two Attack Power buffs: Yy Skill 01 9Sunsketch and Yy Skill 01 10Sun Well
These damage buffs make up the majority of your contribution to your team’s damage, working out to roughly 36% damage buff on all three of your party members.

Maintaining this buff on your party members should always be your first priority. 
Due to the low base cooldown on these spells, it is easy to get a very high uptime on as long as you have max Swiftness and Magick StreamMagick Stream equipped, regardless of gem level.
Rotate Sunsketch and Sun Well useage to maintain and refresh this buff as the two skills do not stack their effects.

You can check the duration of each skill by watching the sword icon Buff 3 223 above your HP bar. Rotate by watching when the AP buff has 0.5-1 second left, and then use the other skill.
Alternatively, you can use the skill cooldown as easier to see timing markers, but these timings vary with gem level on each skill. With bare minimum gems (level 6s) the timing is as follows: Use Sun Well when Sunsketch's cooldown reaches 7s, and use Sunsketch as soon as the cooldown returns.

With higher level cooldown gems, Sunsketch's cooldown returns faster and there is more leniency to reposition, use other skills in between AP buffs, or reapply Sunsketch quickly if boss moves out of Sun Well.

Sunsketch is your primary AP buff and gives 8 seconds of AP. It has no positional requirements and additionally provides your team with a fairly significant amount of damage reduction. You should use this spell off cooldown, and use your other buff to fill the gaps between. Due to the Tripod Tier 1 23Tenacity tripod, this skill provides push immunity, so you can safely cast it without fear of being canceled. 

Sun Well is your secondary AP buff and gives 6 seconds of AP. It requires your allies to stand inside its AoE to gain the AP buff and stays on the field for 4 seconds. Walking outside of its range will keep a lingering buff of 2 seconds. Try and position it so it’s covering attackers from all sides and it's easy and safe for your allies to walk inside without having to move too far. Often, just placing it on top of the boss is the best strategy, but be aware that some bosses are too large to be placed directly on. For example, in Mordum G3, placing your cursor inside Mordum at the edge of his hitbox covers most of the front indicator with Sun Well.

Ink Brand

Buff 1 189

Yy Skill 01 11 Ark Passive Yy 6

Ink Brand is Artist’s unique Brand, a debuff placed by supports on the boss, similar to damage synergies by DPS classes. Brand increases the damage the enemy takes by a flat 10%, and any reapplication of Brand from a source within the Artist's kit will refresh or reapply the debuff. For Legion Raids, Kazeros Raids, and most other raids, you can watch the HP Bar of the Boss for the debuff icon to make sure you always have this active. For Guardian Raids, a large ink swirl similar to the icon will float above the Guardian while it’s affected by the Brand.

After your Buff 3 223AP Buff and Yy Skill 01 3Moonfall, your brand is the third largest source of damage for the team, and it should be prioritized after your primary buffs since it is the second most consistent source of damage buff, as well as easiest to upkeep 100% uptime on.

Yy Skill 01 11Drawing Orchids is your primary (and best) branding skill. The skill applies Ink Brand for 12 seconds and lingers for 3 seconds, and has a massive AoE from Tripod Tier 3 143Faraway Journey tripod, making it incredibly hard to miss. Additionally, thanks to the Tripod Tier 1 65Agile Strokes tripod, it grants a small attack speed buff to all nearby allies standing on the carpet. Use this skill off cooldown whenever possible.

With Ark Passive Yy 6Brand Enhancement, you will apply or refresh the Brand on all targets within 12m for 6s whenever you use Yy Skill 01 3Moonfall or Yy Skill 01 4Sunrise. This Ark Passive side node can be helpful to reapply Brand in an emergency where you miss Orchids or the skill is canceled by a knock down. 12 meters can be deceptively short, so be mindful of your positioning when trying to apply brand using Moonfall. Yy Skill 01 7Portal can be a good distance measurement since its placement range is 12m, but a safe rule of thumb is the halfway point between your character and the top of your screen.

Artist has other skills (Butterfly Dream and Ink Shower) with branding tripods, but these skills in combination with their branding tripods are vastly inferior to Drawing Orchids and are therefore rarely used.

Identity

Buff 3 224

Yy Skill 01 3 Ark Passive Yy 16 Yy Skill 01 4

As you play Artist throughout a raid, you will naturally generate identity by playing well, maintaining buffs, and shielding party members. In most cases, it is best to choose the skill that is best for the situation rather than hyper focusing on generating the maximum meter possible.

Artist has a fairly strict meter gen prioritization order:

  1. Yy Skill 01 6Hopper, your main shielding ability, is also indisputably your highest meter generator. Use this skill as often as possible to give fat shielding and fat meter generation. Bouncing Brushwork (17p) Star core further amplifies this skill's shield and meter.
  2. Yy Skill 01 7Portal is the longest cooldown in the kit but can be the second highest meter gain when used well. Since it can stack up to two times, keeping it always on cooldown is highly efficient. It gives a significant amount of meter on placement and should be prioritized when the boss is not present to be hit.
  3. Yy Skill 01 8Ink Well is a close second to Hopper's meter gen per cast and is the third highest meter gen, but has a much longer cooldown. Keep on cooldown if possible.
  4. Yy Skill 01 18Pouncing Tiger is third highest meter gen, fourth if Ink Well is taken alongside it. Keep on cooldown if possible.
  5. Yy Skill 01 14Starry Night reduces incoming damage on party members, but also generates meter as it ticks on the boss. While it can generate a lot of meter per cast similar to Ink Well or Portal, it often cancelled early for brand, AP, or Hopper, thus losing out on meter per cast as opposed to single hit skills that often generate their full potential meter.
  6. Yy Skill 01 20Upward Stroke generates meter when it hits the boss, regardless if the hit is a counter. However, do not waste this skill if a telegraphed counter is about to happen.
  7. Yy Skill 01 11Drawing Orchids is your brand and also generates a small amount of identity when the boss lingers on the area. Prioritize this if brand is about to expire.
  8. Yy Skill 01 24Dragon Engraving(T) along with AP buffs (Sunsketch and Sun Well) generate small amount of meter when hit. Always keep T on cooldown unless saving for specific Hyper Awakening window.
  9. Yy Skill 01 22Efflorescence grants two Harmony Orbs. Use it when other skills and priorities are on cooldown, and if you do not need to save it for a dangerous pattern within the next ~2 minutes.

Identity gain is a side effect that will come naturally as good gameplay is executed. Try to not tunnel vision on maximizing meter generation over maintaining brand, AP, and shielding. A skilled artist will be able to juggle all aspects and be rewarded with high identity uptime.

Yy Skill 01 3

Moonfall (Z)

A lot of newer players make the mistake of thinking that Moonfall is the biggest source of damage for your team. This is false. With 600 Specialization (36.05% efficiency), each Moonfall grants your team 16% damage (12% x 1.3605), not accounting for any additional multipliers (gems, rings, bracelet, Ark Grid). This is places Moonfall in second place after your AP Buff in damage increase provided.

With Setting Moon, you can now use Moonfall when you have 1 Harmony Orb, and it will give 5 seconds of the same Moonfall buff, but is not recommended to exclusively use 1 Orb Moonfall. When 2 Orbs are used, 5% meter of those 2 Orbs will be refunded (10% of 1 Orb). This may not seem like much, but can be important to repeat Moonfalls for up to 60 seconds of buffs in an opener. Try to always use 2 Orbs in sustained fights and utilize 1 Orb when there are short phases of damage windows where you cannot generate 2 Orbs fast enough.

After Combat Technique is unlocked, duration is increased by 20% (read: 12s for 2 Orb, 6s for 1 Orb) and consecutive Moonfalls will add up their duration. 

1 and 2 Orb can also be used to apply or refresh Brand on the boss. This is very helpful in the opener of a raid to minimize abilities used while maximizing buffs given.

For each Harmony Orb that Moonfall consumes, a stack of Combat Technique is gained.

Ark Passive Yy 16

Combat Technique

Artist received a new identity mechanic from the Enlightenment Tree called Combat Technique. Every Harmony Orb used will grant one stack of Ink Energy, meaning a Yy Skill 01 4Heal will give one stack, one Orb Yy Skill 01 3Moonfall will give one stack, and two Orb Moonfall will give two stacks. The max amount of Ink Energy is 9. Using any Moonfall when you have 8 or more stacks will consume 8 Ink Energy, but also add the amount of Orbs used as a stack (8-8+2 or 8-8+1 or 9-8+2 or 9-8+1). The amount of stacks you currently have is indicated by the corresponding icon and number in your buff bar, as well as the amount of flowers on the tree branch indicator next to your character. 
A dinging bell sound will play when you have obtained the 8th or 9th stack. 

It is recommended to keep spending Orbs during mechs where you are able to generate meter (i.e Mordum G2 x235) in order to prepare the cooldown reduction.

Since Moonfall duration can now exceed 10 seconds, controlling when the 8 stack CDR happens is a lot more trickier than the previous iteration involving the ragebaiting Ink Orb. Keep in mind to always check the amount of Ink Energy you have and the remaining cooldown of Yy Skill 01 24Dragon Engraving(T). If Moonfall duration is about to run out and there are 8 or more Ink Energies, but T has less than 2 seconds remaining on its cooldown, it is better to hold Moonfall until T is used so that the -4s is utilized fully. Another important skill to keep track of is Yy Skill 01 7Portal, as its long cooldown massively benefits from the -15% CDR when Ink Energy is spent, so the most beneficial time to activate the CDR is when Portal is at its peak cooldown timer.

Yy Skill 01 4

Sunrise (X)

As your party members become more experienced with fights, the amount of Heals they will need will naturally decrease, and you can begin to use your damage buffs more and more to speed up the rate you clear content. Yy Skill 01 4Sunrise should be used very minimally as Artist has naturally high shield uptime. If you find yourself using Sunrise a lot, consider reevaluating how frequently you use Hopper and your Starry timings for high damage patterns.

Sunrise can be used to increase Ink Energy to 9 during downtime in raids where excess meter is generated, maximizing amount of stacks held without consuming the CDR prematurely.

Sunrise can also be used to apply or refresh Brand on the boss.

Dragon Engraving (T Skill)

Buff 3 226 Buff 3 225

Yy Skill 01 24

Artists have one of the highest Hyper Awakening Technique (T Skill) uptimes in T4 due to Combat Technique. Upon cast, T Skill will grant two buffs, one that buffs Hyper Awakening Skill(Alt+V) damage by +20% for 24 seconds, and another that buffs general Outgoing Damage of party members by +10% for 12 seconds. Ally Damage Enhancement affects the Outgoing Damage buff of T Skill.

T Skill is by far the longest cooldown in Artist's kit and should be used off cooldown at all times. However, certain mechanics have agreed-upon Hyper Awakening Skill usage (i.e. Kazeros G1 500x shield check in TFM). If you are aware of an upcoming mechanic, use your best judgment as to whether you will have your T skill ready when the mechanic comes.

Utility (Shielding, DR, Counters)

Yy Skill 01 22

Yy Skill 01 6Yy Skill 01 12Yy Skill 01 14 Yy Skill 01 7 Yy Skill 01 20Yy Skill 01 16

A lot of Artist's skills grant your teammates some form of damage reduction or shielding. This is an extremely underrated part of your kit - a good support drastically reduces the amount of damage their party takes, and makes life extremely comfortable for their DPS. Artist can have extremely strong defensive abilities in the right hands. However, unlike Bard or Paladin, our defensive skills generally require good positioning and cursor aim to provide maximum value.

Shielding

Yy Skill 01 6Hopper is your main shielding skill that also has high meter generation. Its area of effect is a radius of 5m around the landing (cursor) spot, and can generally reach party members on the other side of a small humanoid boss without much effort. When using Hopper on the boss, try and additionally hit nearby teammates by bouncing into the boss or around its hitbox. 

Yy Skill 01 7Illusion Door(Portal) creates a portal, which grants nearby allies shields and a cleanse, and can be used to telePort(al) to your position. This skill is unique only to Artist and is incredibly powerful when used properly. It is also one of the top meter generating skills, so use it off cooldown. A proper usage of Portal would always be keeping one available in case a teammate needs a shield or cleanse. Be careful to never let it fully stack to not waste cooldown and meter gain.

Ark Passive Yy 18Siblings, the side node in Enlightenment tree, creates a 8% Max HP shield for everyone whenever Moonfall or Sunrise is used. Since Moonfall is used so frequently, the shielding from this node is often applied on top and consumed before other shields. 

Yy Skill 01 12Sprinkle grants a 30% Max HP shield to any party members hit with the ink spray, which has a range of 16m. While this amount and frequency of shielding sounds nice on paper, it is generally not needed if Hopper is utilized effectively. The pros of taking this skill is having a ranged beefy shield that other ranged options cannot provide, but if taken, this will impact your meter generation heavily as its base meter generation is extremely lackluster.

Yy Skill 01 22Efflorescence, your Awakening, provides your entire party with a massive shield (100% Max HP) for 12 seconds. You want to use it as often as possible, as well as planning ahead for patterns that do a lot of damage to save teammates or enable them to greed DPS.
Yy Skill 01 25Dream Blossom Garden, your Hyper Awakening, additionally provides all party members 30 seconds where they can take lethal damage and live.

DR

Yy Skill 01 9Sunsketch, one of your main buffs, also applies a 15% damage reduction to all affected allies. The Tripod Tier 2 117Robust Protection tripod increases this to 35%. It’s never worth holding the skill for this effect, but it adds up to a lot of damage reduced over the course of a fight due to Sunsketch's high uptime. 

Yy Skill 01 14Starry Night provides an incredibly powerful 75% damage reduction to all other party members within its radius, 50% damage reduction and push immunity on self, as well as a 15% Max HP shield. This skill is incredibly versatile and can be used to save allies, facetank patterns, or even to let your damage dealers DPS through a damaging pattern. Due to the skill casting a bubble in a range around yourself, you should position yourself well to use this ability to its maximum effectiveness. With this range increase, Starry can now reach the other side of medium sized bosses, so be mindful of your cursor placement to envelope as many teammates with it as possible. While not its primary use, it also generates a fair amount of meter, so try and hit the boss with it.

Counters

During raids, bosses will periodically glow blue, allowing you to counter them. These are often large DPS windows and/or to prevent extremely dangerous patterns or mechanics.

Artists have two counters which you can choose to run:

Yy Skill 01 20Upward Stroke is your default counter option. It is a  strong counter which generates a significant amount of meter and additionally has weak point. Due to the Tripod Tier 2 23Tenacity tripod, this skill can get certain counters which are very difficult for other classes to safely land. The second recast of Upward can be delayed in order to hit two back to back counters, prime example being the double counter in Mordum G3.

Yy Skill 01 16One Stroke is an alternative hipster counter option. It is slower, making it harder to use reactively, but also has greater stagger while generating more identity. Because of its long windup animation, this skill is effective at hitting telegraphed or scripted counters that are too far away that Upward cannot reach. But, in many cases, it is ultimately an inferior counter due to the lack of Push Immunity.

Both counters can give a significant amount of meter, so it is recommended to use them whenever you can to maximize your meter generation. Certain gates, such as Mordum G3, have dangerous counters which greatly punish the party for failing. In these situations, you can think about holding the skill if your party members do not have strong counter options.

FAQ

What Accessory/Bracelet effects do I want?

  Mandatory Optional
Necklace
  • Brand Power %
  • Harmony Meter Gain %
  • Flat Weapon Power 
  • Max HP
Earring
  • Weapon Power %
  • Shield for Party Members %
  • Recovery for Party Members %
  • Flat Weapon Power
  • Max HP
Ring
  • Ally Damage Enhancement %
  • Ally Atk. Power Enhancement %
  • Flat Weapon Power 
  • Max HP 
Bracelet
  • SWIFTNESS
  • Specialization
  • On successful hit, enemy critical hit resistance -x%. This effect can only be applied once per party. Attack Power buff efficiency +x%.
  • On successful hit, enemy crit resistance -x%. This effect can only be applied once per party. Attack Power buff efficiency +x%.
  • On successful hit, enemy defense -x%. This effect can only be applied once per party. Attack Power buff efficiency +x%.
  • Upon granting allies a Shield, HP Regen, or Incoming Damage Reduction effect, they gain Damage +x%. Attack Power buff efficiency +x%.
  • Identity buff efficiency on party members +x%.
  • Attack Power buff efficiency +x%.
  • Weapon Power
  • Intelligence

Swiftness and Specialization are important, but if you have multiple hybrid lines on a bracelet, you may forgo one of the primary stats. Use the Support Buff Calculator if you are unsure of a bracelet's potency or cannot decide between Accessories.

What order should I do Karma in?

Leap 1 -> Enlightenment 5 or 6 (enough for 100 points) -> Leap 6 -> Evolution 6

Is it viable to put some points into Spec in Tier 4?

The T skill (Dragon Engraving) is not affected by Spec, while Swiftness reduces its valuable cooldown. As such, Spec points are worth less in Tier 4, but can still be viable with HIGH CDR gems (lv. 10s) and maxed out Magick Stream books. If you are extremely confident in a short phase-to-phase gate or in a scenario with high CDR buffs (Thaemine Extreme), you can go anywhere from 12/28 to 15/25 split.

I keep losing track of my buffs, how can I improve their visibility?

To change your buff icons priorities:
Settings -> Gameplay -> Combat Related Settings -> Scroll to the bottom

Buff Prio Artist 2

Artist Meter Generation Table

All calculations assume: 
Level 6 Gems, Luminary, Passionate Dance, Instant Spell 3, 672 Spec, 1840 Swift, 70 Expertise, No Identity Gain on Neck, Legendary Magick Stream, No Runes, No Chaos Cores on Ark Grid, Relic Order Cores @ 17p when applicable. Values are rounded down to the nearest whole number or tenth place.

All skills are assumed level 10* and to have landed all instances of hits. CPM = Casts Per Minute. 
( *except for Tiger and Upwards unless specified)

10,000 meter = 1 Harmony Orb

Skill and Tripods, Cores

Stagger

Meter

Meter/Second

Weak Point

Meter/Mana

Yy Skill 01 6 Hopper + Tripod Tier 3 138 Ink Enhancement, 6.5 CPM

147

1986
19.8%

12,909/min
215/s

4.8

Yy Skill 01 6 Hopper + Tripod Tier 3 138 Ink Enhancement + Loa Core Order Star Bouncing Brushwork, 7 CPM

147

2100
21%

14,700/min
245/s

5

Yy Skill 01 18 Pouncing Tiger, 5 CPM

210

1536
15.3%

7680/min
128/s

lvl 1

3.7

Yy Skill 01 18 Pouncing Tiger + Tripod Tier 2 63 SE 

293

1536
15.3%

7680/min
128/s

lvl 1

3.7

Yy Skill 01 18 Pouncing Tiger + Tripod Tier 3 149 TT

210

1536
15.3%

7680/min
128/s

2 lvl 1

2.5

Yy Skill 01 18 Pouncing Tiger + Tripod Tier 2 63 SE + Tripod Tier 3 149 TT

292

1536
15.3%

7680/min
128/s

2 lvl 1

2.5

Yy Skill 01 16 One Stroke + Tripod Tier 1 151 EE, 3.5 CPM

210

1377
13.7%

4819/min
80/s

2.5

Yy Skill 01 16 One Stroke + Tripod Tier 2 52 CS

293

1330
13.3%

4655/min
77/s

2.4

Yy Skill 01 16 One Stroke + Tripod Tier 1 151 EE + Tripod Tier 2 52 CS

293

1928
19.2%

6748/min
112/s

3.6

Yy Skill 01 16 One Stroke + Tripod Tier 1 151 EE + Tripod Tier 2 52 CS + Tripod Tier 3 22 ASC

335

2192
21.9%

7672/min
127/s

4.1

Yy Skill 01 13 Inkrise + Tripod Tier 2 0 ES + Tripod Tier 3 121 IP, 3.5 CPM

121

1187
11.8%

4154/min
69/s

2.8

Yy Skill 01 12Sprinkle, 5 CPM

210

808
8%

4040/min
67/s

lv. 1

2.1

Yy Skill 01 19 Moonsketch + Tripod Tier 2 140 SD, 3.5 CPM

107

1384
13.8%

4844/min
80/s

2.5

Yy Skill 01 19 Moonsketch + Tripod Tier 2 107 IS

94

1225
12.2%

4287/min
71/s

2.3

Yy Skill 01 14 Starry Night + Tripod Tier 1 151 EE, 3.5 CPM

75

2045
20.4%

7157/min
119/s

3.9

Yy Skill 01 20 Upward Stroke + Tripod Tier 1 151 EE + Tripod Tier 2 23 T, 4 CPM

150

1210
12.1%

4840/min
80/s

lvl 1

4.2

Yy Skill 01 8 Ink Well + Tripod Tier 1 151 EE + Tripod Tier 3 147 UTC, 4.5 CPM

149

1990
19.9%

8955/min
149/s

lvl 1

3.8

Yy Skill 01 8 Ink Well + Tripod Tier 1 69 SE + Tripod Tier 3 147 UTC

209

1373
13.7%

6178/min
102/s

lvl 1 

2.6

Yy Skill 01 8 Ink Well + Tripod Tier 1 151 EE + Tripod Tier 2 56 SP + Tripod Tier 3 148 CKE, 5 CPM

153

1979
19.7%

9895/min
164/s

lvl 1

3.7

Yy Skill 01 8 Ink Well + Tripod Tier 1 69 SE + Tripod Tier 2 56 SP + Tripod Tier 3 148 CKE

205

1369
13.6%

6845/min
114/s

lvl 1

2.6

Yy Skill 01 11 Drawing Orchids, 5 CPM

147

1353
13.5%

6765/min
112/s

lvl 1

2.5

Yy Skill 01 7 Illusion Door + Tripod Tier 1 34 ME 

2400
24%

9600/min
160/s

11

Yy Skill 01 7 Illusion Door + Tripod Tier 1 34 ME + Loa Core Order Star Dimensional Gate

2800
28%

11,200/min
187/s

42

Yy Skill 01 10 Sunwell + Tripod Tier 1 56 QP, 4.5 CPM

104

832
8.3%

3744/min
62/s

1.4

Yy Skill 01 9 Sunsketch, 5 CPM

76

587
5.8%

2935/min
48/s

1

Yy Skill 01 17 Crane Wing, 4.5 CPM

211

1288
12.8%

5796/min
96/s

2.4

Yy Skill 01 17 Crane Wing + Tripod Tier 1 69 SE

292

1288
12.8%

5796/min
96/s

2.4

Ark Passive Yy 8 Moonrise, 3.5 CPM

149

3000
30%

10,500/min
175/s

Ark Passive Yy 17 Shattering Strike

293

Yy Skill 01 24 Dragon Engraving, 2 CPM

149

1251
12.5%

2502/min
41/s

13.9

Yy Skill 01 23 Cattle Drive, 2.2 CPM

210

1215
12.15%

2673/min
44.5/s

4

Yy Skill 01 22 Efflorescence

210

20,000

Yy Skill 01 25 Dream Blossom Garden

210

20,000

Yy Skill 01 21 Spectacle

210

Yy Skill 01 26 Phoenix

302