Sapper-Musket
Created by Pentaminum on Sep 3rd 2017 (Last Updated: Jun 22nd 2018).
This is a private build.
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Sapper3-Musket2
Musketeer is a class who sports high single target burst damage through hard hitting skills such as headshot and snipe, but struggles in AoE. The previous Sapper cricles ensures that while dealing the damage, you also have the AoE damage to get the best of both worlds.
Stat Distribution:
Full/High STR. Most of your skills scale more on physical attack and it would be better to maximise STR to push your physical attack as much as possible.
Skill Explanation:
Archer
Swift Step: Extremely useful skill - boosts your movement speed while attacking. Works with Limacon. The main reason why we want this is because at Archer2 we gain an attribute that gives us crit rate while Swift Step is active. Seeing how crit rate is so hard to get by nowadays outside of gear, has immense value for us.
Note: Not many classes outside of archer tree benefits from this skill. Do not use the attribute Swift Step: Share - it only serves to eat up buff slots (you have a fixed number of active buffs you can have at one point of time) and may end up overwriting important buffs such as blessing, revive, quicken or haste. And no, you can’t share crit rate.
Oblique Shot: Hits 2 targets per shot. The 5 overheat makes it a very useful skill for leveling.
Multishot: Doesn't have that much damage, but we take it for the synergy with circling/aiming.
Kneeling Shot: For crit rate and attack speed. Can use penetration while in kneeling with attribute.
Sapper
Stake Stockades: For comboing with detonate. Does some damage vs ground mobs.
Claymore: For AoE against flying mobs. Has great damage when equipped with 2H bow while leveling.
Punji Stake: 1 point for knockback.
Detonate Trap: One of your most powerful AoE skill, especially vs flying mobs. Be careful when using this as you do not want to explode important magic circles.
Broom Trap: Your most powerful AoE. Only downside is its inability to hit flying mobs.
Spike Shooter: Has decent damage at a pretty decent range.
Rank 6 Class Choices:
Note: This circle is more of a filler. If you wish to do so, there are other variations where you may decide to take wugu1 or rogue1 instead.
Each different filler has their own pros and cons:
-Scout offers strong burst and utility through cloaking, and Camouflague has uses in various situations.
-Wugushi offers DoT ticks, and is especially strong when it comes to single target constant DPS - https://tos.neet.tv/skill-planner#3115556gg.15354a5a.142a314f6a85.1325314571.122a3a41517581
-Rogue offers additional crit via sneak hit and you can capture broom trap for additional AoE - https://tos.neet.tv/skill-planner#3115559gg.15354a5a.142a314f6a85.152535.122a3a41517581
Musketeer
Covering fire: A 11 hit skill with some AoE. Modifier gain per level isn't that high so we want to max Snipe first, until we reach a point in time where snipe by itself will hit for 555555 (damage cap) where we can reset the points in snipe to max covering instead.
Headshot: Fires a single shot that deals high damage and reduces the target's INT and SPR by 50. Comboed together with snipe to maximise snipe's damage.
Snipe: Musketeer's most iconic skill. Deals a large amount of damage to a single target from a long distance. Comboed with headshot for more damage. With a strong weapon and high trans, we will hit 555555 damage cap - at that point of time, it would be better to reset skill points to max our covering for more AoE damage instead.
Penetration Shot: Fires continuous bullets that damage all enemies in a line. Can be used while kneeling with attribute. Modifier gain per level is low here so we leave it at lvl 1 for push back as well as filler.
Butt Stroke: Taken for the debuff attribute. Boosts our other skills such as snipe by 30%.
Volleyfire: AoE skill with 4 hit. Taken to complement our AoE by a bit.
Birdfall: Point Dumper. You may take this 1 point on bayonet instead. I took birdfall due to higher modifier and 2OH.
Gear options
Up till lvl 220, you will not require any special gear - any 2H bow (preferably one with 3 slots) will do.
Once you hit lvl 220 you will gain access to Muskets, your weapon of choice for Musketeers.
Notable Muskets:
Pensara Musket (+1 to skill Covering Fire)
Lolopanther/Solmiki Musket (+2 to all Musketeer skills)
Emengard Musket (has great stats if you cannot gain access to Lolopanther Musket yet)
Other than those, any hunting ground muskets such as Pajoritas, Migantis and Pevordimas Musket will work just fine.
Armor
Up till lvl 170: Cafrisun set for leveling
Lvl 170: Eaglestar Leather Set - gives great boots to defensive stats.
Lvl 315: Kaulas/Vienti Kaulas Set - gives crit rate and DEX for the vienti variant.
In the end, we are aiming for Lolopanther Plate Set or Solmiki Leather Set.
Accessory:
SIssel bracelet - to push our crit rate as far as possible
Max Petamion - for overall stat boost.
Gems:
Main Hand:
Red Gem - More Max. Attack. Semi-RNG based
Green Gem - to push crit even further
Yellow Gem - for critting for larger numbers.
All 3 are very viable choices, so this is up to your preference
Top and bottom:
Red Gem - More HP pool. Archers have the 2nd lowest overall HP pool and red gem will help with that
Yellow Gem - for more physical defence. Take this if you are comfortable with your HP pool.
Boots:
Blue Gem - for more magic defence.
We also can consider Vikaras Gem (Broom Trap) here seeing how strong broom trap is in the build.
Gloves
Either yellow gem (block pen) or green gem (accuracy) can work
Skill gems such as Merog Shaman Gem (Detonate) and Infro Holder Archer Gem (Claymore) can also work here.
Important Attributes:
Swift Step: Critical Rate
Kneeling Shot: Critical Rate
Claymore: Splash, Firepower Boost, and Flying-type Compatibility
Punji Stake: Implacable
Detonate Traps: Flying-type Compatibility
Broom Trap: Revolutions Count
Broom Trap: Firepower Boost
Spike Shooter: Firepower Boost
Snipe:Ricochet Shooting
Butt Stroke: Additional Damage
Musketeer is a class who sports high single target burst damage through hard hitting skills such as headshot and snipe, but struggles in AoE. The previous Sapper cricles ensures that while dealing the damage, you also have the AoE damage to get the best of both worlds.
Stat Distribution:
Full/High STR. Most of your skills scale more on physical attack and it would be better to maximise STR to push your physical attack as much as possible.
Skill Explanation:
Archer
Swift Step: Extremely useful skill - boosts your movement speed while attacking. Works with Limacon. The main reason why we want this is because at Archer2 we gain an attribute that gives us crit rate while Swift Step is active. Seeing how crit rate is so hard to get by nowadays outside of gear, has immense value for us.
Note: Not many classes outside of archer tree benefits from this skill. Do not use the attribute Swift Step: Share - it only serves to eat up buff slots (you have a fixed number of active buffs you can have at one point of time) and may end up overwriting important buffs such as blessing, revive, quicken or haste. And no, you can’t share crit rate.
Oblique Shot: Hits 2 targets per shot. The 5 overheat makes it a very useful skill for leveling.
Multishot: Doesn't have that much damage, but we take it for the synergy with circling/aiming.
Kneeling Shot: For crit rate and attack speed. Can use penetration while in kneeling with attribute.
Sapper
Stake Stockades: For comboing with detonate. Does some damage vs ground mobs.
Claymore: For AoE against flying mobs. Has great damage when equipped with 2H bow while leveling.
Punji Stake: 1 point for knockback.
Detonate Trap: One of your most powerful AoE skill, especially vs flying mobs. Be careful when using this as you do not want to explode important magic circles.
Broom Trap: Your most powerful AoE. Only downside is its inability to hit flying mobs.
Spike Shooter: Has decent damage at a pretty decent range.
Rank 6 Class Choices:
Note: This circle is more of a filler. If you wish to do so, there are other variations where you may decide to take wugu1 or rogue1 instead.
Each different filler has their own pros and cons:
-Scout offers strong burst and utility through cloaking, and Camouflague has uses in various situations.
-Wugushi offers DoT ticks, and is especially strong when it comes to single target constant DPS - https://tos.neet.tv/skill-planner#3115556gg.15354a5a.142a314f6a85.1325314571.122a3a41517581
-Rogue offers additional crit via sneak hit and you can capture broom trap for additional AoE - https://tos.neet.tv/skill-planner#3115559gg.15354a5a.142a314f6a85.152535.122a3a41517581
Musketeer
Covering fire: A 11 hit skill with some AoE. Modifier gain per level isn't that high so we want to max Snipe first, until we reach a point in time where snipe by itself will hit for 555555 (damage cap) where we can reset the points in snipe to max covering instead.
Headshot: Fires a single shot that deals high damage and reduces the target's INT and SPR by 50. Comboed together with snipe to maximise snipe's damage.
Snipe: Musketeer's most iconic skill. Deals a large amount of damage to a single target from a long distance. Comboed with headshot for more damage. With a strong weapon and high trans, we will hit 555555 damage cap - at that point of time, it would be better to reset skill points to max our covering for more AoE damage instead.
Penetration Shot: Fires continuous bullets that damage all enemies in a line. Can be used while kneeling with attribute. Modifier gain per level is low here so we leave it at lvl 1 for push back as well as filler.
Butt Stroke: Taken for the debuff attribute. Boosts our other skills such as snipe by 30%.
Volleyfire: AoE skill with 4 hit. Taken to complement our AoE by a bit.
Birdfall: Point Dumper. You may take this 1 point on bayonet instead. I took birdfall due to higher modifier and 2OH.
Gear options
Up till lvl 220, you will not require any special gear - any 2H bow (preferably one with 3 slots) will do.
Once you hit lvl 220 you will gain access to Muskets, your weapon of choice for Musketeers.
Notable Muskets:
Pensara Musket (+1 to skill Covering Fire)
Lolopanther/Solmiki Musket (+2 to all Musketeer skills)
Emengard Musket (has great stats if you cannot gain access to Lolopanther Musket yet)
Other than those, any hunting ground muskets such as Pajoritas, Migantis and Pevordimas Musket will work just fine.
Armor
Up till lvl 170: Cafrisun set for leveling
Lvl 170: Eaglestar Leather Set - gives great boots to defensive stats.
Lvl 315: Kaulas/Vienti Kaulas Set - gives crit rate and DEX for the vienti variant.
In the end, we are aiming for Lolopanther Plate Set or Solmiki Leather Set.
Accessory:
SIssel bracelet - to push our crit rate as far as possible
Max Petamion - for overall stat boost.
Gems:
Main Hand:
Red Gem - More Max. Attack. Semi-RNG based
Green Gem - to push crit even further
Yellow Gem - for critting for larger numbers.
All 3 are very viable choices, so this is up to your preference
Top and bottom:
Red Gem - More HP pool. Archers have the 2nd lowest overall HP pool and red gem will help with that
Yellow Gem - for more physical defence. Take this if you are comfortable with your HP pool.
Boots:
Blue Gem - for more magic defence.
We also can consider Vikaras Gem (Broom Trap) here seeing how strong broom trap is in the build.
Gloves
Either yellow gem (block pen) or green gem (accuracy) can work
Skill gems such as Merog Shaman Gem (Detonate) and Infro Holder Archer Gem (Claymore) can also work here.
Important Attributes:
Swift Step: Critical Rate
Kneeling Shot: Critical Rate
Claymore: Splash, Firepower Boost, and Flying-type Compatibility
Punji Stake: Implacable
Detonate Traps: Flying-type Compatibility
Broom Trap: Revolutions Count
Broom Trap: Firepower Boost
Spike Shooter: Firepower Boost
Snipe:Ricochet Shooting
Butt Stroke: Additional Damage
Rank 1
Archer |
5 / 5 Swift Step: Critical Rate Type: Active * Increases critical rate by 20 per attribute level and 5 per [Swift Step] level when [Swift Step] is active * Increases SP consumption by 50% Archer 2nd Circle required Swift Step: Include Party Members Type: Active * Applies the effects of [Swift Step] to party members * Effects only apply to party members when the attribute is ON Archer 1st Circle required Swift Step Temporarily increases movement speed and evasion while moving. Level 5: Moving Shot Movement Speed: +9% Evasion: +50 Duration: 300 seconds SP: 19 Type: Melee / Buff Cooldown: 36s 5 / 5 2 Multi Shot: Enhance Type: Passive * Increases the damage dealt on an enemy with [Multi Shot] by 0.5% per attribute level * +10% added damage at maximum level Archer 1st Circle required Multi Shot: Critical Type: Active * Increases critical chance of [Multi Shot] by 5% per attribute level * Increases SP consumption by 10% Archer 1st Circle required Multi Shot [Missile: Bow] Quickly fires a number of arrows at a targeted area. Level 5: Attack: 66% x 10 SP: 16 Type: Missile / Attack Cooldown: 14s Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword 5 / 5 5 Oblique Shot: Enhance Type: Passive * Increases the damage dealt on an enemy with [Oblique Shot] by 0.5% per attribute level * +10% added damage at maximum level Archer 1st Circle required Oblique Shot: Slow Type: Active * Enemies hit by [Oblique Shot] while [Swift Step] is active have a 5% chance per attribute level to be afflicted with [Slow] for 7 sec * Increases SP consumption by 10% Archer 1st Circle required Oblique Shot [Missile: Bow] [{img tooltip_speedofatk}Attack Speed] Fires an arrow that bounces off of the target to hit an adjacent enemy. Level 5: Attack: 211% Bounced Arrow Attack: 158% SP: 15 Type: Missile / Attack Cooldown: 10s Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword, Musket |
Rank 2
Archer |
10 / 10 Swift Step: Critical Rate Type: Active * Increases critical rate by 20 per attribute level and 5 per [Swift Step] level when [Swift Step] is active * Increases SP consumption by 50% Archer 2nd Circle required Swift Step: Include Party Members Type: Active * Applies the effects of [Swift Step] to party members * Effects only apply to party members when the attribute is ON Archer 1st Circle required Swift Step Temporarily increases movement speed and evasion while moving. Level 10: Moving Shot Movement Speed: +14% Evasion: +100 Duration: 300 seconds SP: 28 Type: Melee / Buff Cooldown: 36s 10 / 10 5 Oblique Shot: Enhance Type: Passive * Increases the damage dealt on an enemy with [Oblique Shot] by 0.5% per attribute level * +10% added damage at maximum level Archer 1st Circle required Oblique Shot: Slow Type: Active * Enemies hit by [Oblique Shot] while [Swift Step] is active have a 5% chance per attribute level to be afflicted with [Slow] for 7 sec * Increases SP consumption by 10% Archer 1st Circle required Oblique Shot [Missile: Bow] [{img tooltip_speedofatk}Attack Speed] Fires an arrow that bounces off of the target to hit an adjacent enemy. Level 10: Attack: 258% Bounced Arrow Attack: 206% SP: 21 Type: Missile / Attack Cooldown: 10s Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword, Musket 5 / 5 Kneeling Shot: Enhance Type: Passive * Enhances the physical damage increase of [Kneeling Shot] by 1% per attribute level Lv3 Kneeling Shot required Kneeling Shot: Critical Rate Type: Active * Increases critical rate during [Kneeling Shot] by 40 per attribute level * Increases SP consumption by 30% Archer 2nd Circle required Kneeling Shot: Precise Attack Type: Active * Increases critical rate of some Cannoneer skills by 1% per attribute level when in the [Kneeling Shot] state * Applies to the following skills: Cannon Blast, Cannon Shot, Shootdown, Siege Burst, Cannon Barrage Cannoneer 2nd Circle Required Kneeling Shot Kneel down to improve your concentration. Increases your attack, attack speed and range. Casting Kneeling Shot or jumping will cancel the kneeling state. Level 5: Physical Damage: +31 Range: +22.5 Attack Speed: +150 SP: 16 Type: Melee / Buff Cooldown: 0s |
Rank 3
Sapper |
4 / 5 2 Stake Stockades: Enhance Type: Passive * Increases the damage dealt on an enemy with [Stake Stockades] by 0.5% per attribute level * +10% added damage at maximum level Sapper 1st Circle required Stake Stockades [Physical] - [Pierce] Lay a defensive trap that damages any enemies that walk into it. Level 4: Attack: 194% x 3 SP: 53 Type: Melee / Attack Cooldown: 35s 5 / 5 Claymore: Enhance Type: Passive * Increases the damage dealt on an enemy with [Claymore] by 0.5% per attribute level * +10% added damage at maximum level Sapper 1st Circle required Claymore: Splash Type: Active * Increases no. of targets of [Claymore] by 1 per attribute level * Increases SP consumption by 10% Sapper 1st Circle required Claymore: Flying-type Compatibility Type: Active * Deals 10% additional damage per attribute level on Flying-type monsters with [Claymore] * Increases SP consumption by 10% Sapper 1st Circle required Claymore: Firepower Boost Type: Active * Increases the damage of [Claymore] by 1.5 times * Consumes Trap Kit x10 Sapper 2nd Circle required Claymore [Physical] - [Pierce] Set up a trap in front of you that fires a buckshot. It triggers by re-using the skill. Level 5: Attack 732% Targets 5 Consumes Trap Kit x#{SpendItemCount}# SP: 63 Type: Melee / Attack Cooldown: 32s 1 / 5 Punji Stake: Enhance Type: Passive * Increases the damage dealt on an enemy with [Punji Stake] by 0.5% per attribute level * +10% added damage at maximum level Sapper 1st Circle required Punji Stake: Knockdown Damage Type: Active * When an enemy launched by [Punji Stake] hits the ground, it and nearby enemies are dealt 50% of physical attack as damage * Increases SP consumption by 30% Sapper 1st Circle required Punji Stake: Improved Efficiency Type: Active * Reduces the number of Trap Kits consumed by [Punji Stake] from 2 to 1 * Increases SP consumption by 10% Sapper 2nd Circle required Punji Stake: Implacable Type: Active * [Punji Stake] is not canceled when being cast even after being attacked by an enemy * Increases SP consumption by 20% Sapper 2nd Circle required Punji Stake [Physical] - [Pierce] Set up a spring trap that activates once enemies step on it. Once the trap is activated, it will launch the enemies back far away. Level 1: Attack 842% Casting 3 sec Duration 35 sec Consumes Trap Kit x#{SpendItemCount}# SP: 46 Type: Melee / Attack Cooldown: 39s 5 / 5 Detonate Traps: Enhance Type: Passive * Increases the damage dealt on an enemy with [Detonate Trap] by 0.5% per attribute level * +10% added damage at maximum level Sapper 1st Circle required Detonate Traps: Flying-type Compatibility Type: Active * Deals 50% additional damage per attribute level on Flying-type monsters with [Detonate Traps] * Increases SP consumption by 10% Sapper 1st Circle required Detonate Traps [Physical] - [Strike] Detonates nearby traps and magic circles to deal damage to enemies. Level 5: Attack: 617% Bomb Explosion Count: 4 SP: 70 Type: Melee / Attack Cooldown: 20s |
Rank 4
Sapper |
10 / 10 Claymore: Enhance Type: Passive * Increases the damage dealt on an enemy with [Claymore] by 0.5% per attribute level * +10% added damage at maximum level Sapper 1st Circle required Claymore: Splash Type: Active * Increases no. of targets of [Claymore] by 1 per attribute level * Increases SP consumption by 10% Sapper 1st Circle required Claymore: Flying-type Compatibility Type: Active * Deals 10% additional damage per attribute level on Flying-type monsters with [Claymore] * Increases SP consumption by 10% Sapper 1st Circle required Claymore: Firepower Boost Type: Active * Increases the damage of [Claymore] by 1.5 times * Consumes Trap Kit x10 Sapper 2nd Circle required Claymore [Physical] - [Pierce] Set up a trap in front of you that fires a buckshot. It triggers by re-using the skill. Level 10: Attack 897% Targets 5 Consumes Trap Kit x#{SpendItemCount}# SP: 87 Type: Melee / Attack Cooldown: 32s 10 / 10 Detonate Traps: Enhance Type: Passive * Increases the damage dealt on an enemy with [Detonate Trap] by 0.5% per attribute level * +10% added damage at maximum level Sapper 1st Circle required Detonate Traps: Flying-type Compatibility Type: Active * Deals 50% additional damage per attribute level on Flying-type monsters with [Detonate Traps] * Increases SP consumption by 10% Sapper 1st Circle required Detonate Traps [Physical] - [Strike] Detonates nearby traps and magic circles to deal damage to enemies. Level 10: Attack: 756% Bomb Explosion Count: 4 SP: 96 Type: Melee / Attack Cooldown: 20s 5 / 5 Broom Trap: Enhance Type: Passive * Increases the damage dealt on an enemy with [Broom Trap] by 0.5% per attribute level * +10% added damage at maximum level Sapper 2nd Circle required Broom Trap: Revolutions Count Type: Active * Decreases time of first rotation by 0.3 seconds and increases number of rotations for [Broom Trap] by 0.8 per attribute level * Increases SP consumption by 10% Sapper 2nd Circle required Broom Trap: Firepower Boost Type: Active * Increases the critical chance of [Broom Trap] by 50% * Consumes Trap Kit x4 Sapper 3rd Circle required Broom Trap [Physical] - [Strike] Set up a rotating trap that inflicts damage to enemies within a radius. Level 5: Attack 222% x no. of hits Trap duration 15 sec Consumes Trap Kit x#{SpendItemCount}# SP: 78 Type: Melee / Attack Cooldown: 40s |
Rank 5
Sapper |
15 / 15 Detonate Traps: Enhance Type: Passive * Increases the damage dealt on an enemy with [Detonate Trap] by 0.5% per attribute level * +10% added damage at maximum level Sapper 1st Circle required Detonate Traps: Flying-type Compatibility Type: Active * Deals 50% additional damage per attribute level on Flying-type monsters with [Detonate Traps] * Increases SP consumption by 10% Sapper 1st Circle required Detonate Traps [Physical] - [Strike] Detonates nearby traps and magic circles to deal damage to enemies. Level 15: Attack: 895% Bomb Explosion Count: 4 SP: 121 Type: Melee / Attack Cooldown: 20s 10 / 10 Broom Trap: Enhance Type: Passive * Increases the damage dealt on an enemy with [Broom Trap] by 0.5% per attribute level * +10% added damage at maximum level Sapper 2nd Circle required Broom Trap: Revolutions Count Type: Active * Decreases time of first rotation by 0.3 seconds and increases number of rotations for [Broom Trap] by 0.8 per attribute level * Increases SP consumption by 10% Sapper 2nd Circle required Broom Trap: Firepower Boost Type: Active * Increases the critical chance of [Broom Trap] by 50% * Consumes Trap Kit x4 Sapper 3rd Circle required Broom Trap [Physical] - [Strike] Set up a rotating trap that inflicts damage to enemies within a radius. Level 10: Attack 283% x no. of hits Trap duration 15 sec Consumes Trap Kit x#{SpendItemCount}# SP: 108 Type: Melee / Attack Cooldown: 40s 5 / 5 Spike Shooter: Enhance Type: Passive * Increases the damage dealt on an enemy with [Spike Shooter] by 0.5% per attribute level * +10% added damage at maximum level Sapper 3rd Circle required Spike Shooter: Firepower Boost Type: Active * Increases the critical chance of [Spike Shooter] by 50% * Consumes Trap Kit x10 Sapper 3rd Circle required Spike Shooter [Physical] - [Pierce] Set up a trap that shoots arrows when an enemy touches the wire. Level 5: Attack 208% No. of arrows 10 Installation range 150 Consumes Trap Kit x#{SpendItemCount}# SP: 82 Type: Melee / Attack Cooldown: 100s |
Rank 6
Scout |
5 / 5 Camouflage Hide yourself in an empty barrel to prevent attention from enemies. In this state, you are unaffected by a certain amount of physical attacks. Level 5: Block Count: 25 Movement Speed: -15 SP: 74 Type: Melee / Attack Cooldown: 76s 5 / 5 Flare Shot: Enhance Type: Passive * Increases the damage dealt on an enemy with [Flare Shot] by 0.5% per attribute level * +10% added damage at maximum level Scout 1st Circle required Flare Shot [Missile: Bow] Fires a flare on the ground at a targeted area. Upon hitting the ground, the flare bursts into sparks that damage nearby enemies. Level 5: 109% Attack per 0.5 seconds Duration: 10 seconds SP: 85 Type: Missile / Attack Cooldown: 41s Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword 5 / 5 Cloaking: Physical Damage Type: Active * Deals additional damage equal to 50% of physical attack to the next attacking skill used during [Cloaking] * Increases SP consumption by 30% Scout 1st Circle required Cloaking: Increased Movement Speed Type: Active * Increases movement speed of [Cloaking] by 1 per attribute level * Increases SP consumption by 10% Scout 1st Circle required Cloaking Temporarily hide yourself away from an enemy's vision. You become exposed when you jump or attack. Level 5: Duration: 35 seconds SP: 80 Type: Melee / Buff Cooldown: 35s |
Rank 7
Musketeer |
2 / 5 2 Covering Fire: Enhance Type: Passive * Increases the damage dealt on an enemy with [Covering Fire] by 0.5% per attribute level * +10% added damage at maximum level Musketeer 1st Circle required Covering Fire [Missile: Gun] Attack multiple enemies by firing at a targeted area. Level 2: Attack: 225% x 11 SP: 123 Type: Missile / Attack Cooldown: 15s Required Stance: Musket 5 / 5 2 Headshot: Enhance Type: Passive * Increases the damage dealt on an enemy with [Headshot] by 0.5% per attribute level * +10% added damage at maximum level Musketeer 1st Circle required Headshot: Stun Type: Active * Enemies hit by [Headshot] have a 2.5% chance per attribute level to become afflicted with [Stun] for 3 seconds * Increases SP consumption by 10% Musketeer 1st Circle required Headshot [Missile: Gun] Aim accurately at the head of an enemy to attack. The attacked enemy will have its INT and SPR temporarily reduced and be afflicted with Bleeding for 10 seconds. Level 5: Attack: 2074% Reduces 25 INT and SPR SP: 151 Type: Missile / Attack Cooldown: 20s Required Stance: Musket 1 / 5 Penetration Shot: Enhance Type: Passive * Increases the damage dealt on an enemy with [Penetration Shot] by 0.5% per attribute level * +10% added damage at maximum level Musketeer 1st Circle required Penetration Shot: Rapid Fire Type: Active * Reduces casting time of [Penetration Shot] * Attribute does not apply when Kneeling Shot is active * Increases SP consumption by 10% Musketeer 2nd Circle Required Penetration Shot: Kneeling Penetrate Type: Active * [Penetration Shot] can be used while in the state of [Kneeling Shot] * Increases SP consumption by 30% Musketeer 2nd Circle Required Penetration Shot: Wild Shot Type: Active * Causes [Penetration Shot] to inflict 2 hits * Increases SP consumption by 50% Musketeer 3rd Circle Required Penetration Shot [Missile: Gun] Fire continuously in a straight line in front of you until the maximum range of fire. The attacked enemies might be pushed back. Level 1: Attack: 605% x 5 SP: 112 Type: Missile / Attack Cooldown: 19s Required Stance: Musket |
Rank 8
Musketeer |
10 / 10 2 Headshot: Enhance Type: Passive * Increases the damage dealt on an enemy with [Headshot] by 0.5% per attribute level * +10% added damage at maximum level Musketeer 1st Circle required Headshot: Stun Type: Active * Enemies hit by [Headshot] have a 2.5% chance per attribute level to become afflicted with [Stun] for 3 seconds * Increases SP consumption by 10% Musketeer 1st Circle required Headshot [Missile: Gun] Aim accurately at the head of an enemy to attack. The attacked enemy will have its INT and SPR temporarily reduced and be afflicted with Bleeding for 10 seconds. Level 10: Attack: 2541% Reduces 50 INT and SPR SP: 214 Type: Missile / Attack Cooldown: 20s Required Stance: Musket 5 / 5 2 Volleyfire: Enhance Type: Passive * Increases the damage dealt on an enemy with [Volleyfire] by 0.5% per attribute level * +10% added damage at maximum level Musketeer 2nd Circle Required Volleyfire [Missile: Gun] Repeatedly fires at the enemy. Level 5: Attack: 427% x4 Number of targets: 8 SP: 242 Type: Missile / Attack Cooldown: 20s Required Stance: Musket 1 / 5 2 Birdfall: Fire Master Type: Active * Avoids damage reduction of Birdfall with land enemies as well * Does not apply to the Stun effect * Increases SP consumption by 30% Musketeer 3rd Circle Required Birdfall [Missile: Gun] Aim your shot against flying type enemies. The flying target gets additional damage and stunned but the attack is weaker against ground type enemies. Level 1: Attack 1205% Knocks down targets using Hanging Shot or Levitation Stuns and deals additional damage to Flying type enemies SP: 170 Type: Missile / Attack Cooldown: 21s Required Stance: Musket 5 / 5 Snipe: Enhance Type: Passive * Increases the damage dealt on an enemy with [Snipe] by 0.5% per attribute level * +10% added damage at maximum level Musketeer 2nd Circle Required Snipe: Stun Type: Active * Enemies hit by [Snipe] have a 3.5% chance per attribute level to become afflicted with [Stun] for 3 seconds * Increases SP consumption by 10% Musketeer 2nd Circle Required Snipe: Ricochet Shooting Type: Active [Snipe] deals damage to one other enemy nearby its initial target. * Increases SP consumption by 50% Musketeer 3rd Circle Required Snipe: One Perfect Shot Type: Active * Increases [Snipe] to 100% accuracy when used against an enemy * Increase SP consumption by 50% Musketeer 3rd Circle Required Snipe [Missile: Gun] Aim and fire at a far away enemy. The usual range of fire is increased and heavily damages a single enemy. Attacking a bleeding enemy will deal additional damage. Level 5: Attack 3456% SP: 184 Type: Missile / Attack Cooldown: 25s Required Stance: Musket |
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