Army Of Two
Created by AdonisNight on Feb 26th 2017 (Last Updated: Jul 17th 2018).
This is a public build.
0
This build is meant for soloing aspects in PvE while Still be able to Do PvP and have a spot in group related content ( Earth Tower UpHill Challenge Mode...ETC)
Now when it's time allocate stat point's from living up gained from doing quest around the game they all need to be funneled into one stat and if you need any more stats get them from gear stat rolls ( Hunting Ground Gear )
Now In regards to the battle of the ages Full STR or Full DEX with the stat changes STR is raw damage and accuracy where as DEX has become CRT.Attack and attack speed itself
Now depending on Ping Full DEX is a bit hard to judge just how fast you actually are attacking so around 150 DEX you can't quite tell the difference in how fast your attacking without going through a complicated process of making a video of you attack for (X amount of time) then slow down the video to count how many hits then add more DEX and repeat the same process each time so it's better to See DEX as going full CRT in terms of damage and an idea number of CRT rate is 600 and higher to CRT often enough to be considered a DPS
CRT % Cap
Now to further explain that greyhiem From the TOS fourms has postedd some offcial number crunching on crt
https://treeofsavior.com/uploads/ckeditor/fa6e3999db6363e2d582192217e14a9a.PNG
https://forum.treeofsavior.com/uploads/default/original/3X/0/8/0825cc8c10a89fbfb228027305a86266b0754501.png
So in theory there is a cap on Crt rate because of the factoring for doing a Crt
critical chance =
(max(0, critical rate – critical resistance)) ^ 0.6
Unless you know the Crt rstance of every mob you can say there is an imaginary
cap on how often you Crt
But in our build we do have a few Crt Rate enhancers and Crt Resistance debuff to help aid it's not alot but it does add up
The Cons
Taking musketeer doesn't let you use most bow skills and limits you build path can be quite costly when upgrading your companion and attributes and a good end game weapon setting up your traps take time an need to be placed properly easy to become overencombered by the wood for traps and food for companion and that this build you can Opt to take several choices that will influence you weapon of choice and will mean more investing because weapons do about 70-80% of your total damage
The Pros
You are extremely versatile as a DPS you have traps for high burst damage and detonate trap to explode magic spells like heal and do damage in 1v1's your companion can now be used as a source of extra damage you can deal with AIr-Born Single target and AOE all in one go with only taking 1-2 character spaces
Skill Choice
Archer 2 is for early game clearing the only thing its useful for is swift step for the CRT rate attribute kneeling shot for increased CRT rate
SwiftStep 10 last 4 minutes increase CRT rate,evasion,& increase you moving attack speed
Kneeling Shot 5 Crt rate synergy with cannoner Crt rate and extra attack range
Oblique shot 10 when swiftstep is active you can apply a good slow that works on bosses
The 1 point in heavy shot is for disengaging said target off you ( Dosen't work on a boss) 3 In Multi-Shot is for early game clearing. We don't take full draw because you can't skewer a boss to get the debuff
Sapper 3
It is the trap aspect and the open synergy because it dosent require the use of arrow based weapons or a particular stance to use any of the skills so they can be used at any time
1 in claymore adding more doesn't increase the flat damage so just upgrade the attributes
spike shooter 5 Fires spikes it's a one an done but you can adjust the Range of where an how they shot out
0-2 into Conceal each point into let's trap stay hidden a minute per invested point saddly there is no real perk of taking this skill outside of PvP
Stake Stockade 15 because its an instant set up with no cast time an 2 usage before it goes on CD
Punji Stake 5-13 has a 3 second set up time despite it being the most damaging skill sapper has to offer thats one and done in terms of damage the set up time limits this being used where it should be used
If you opt to not take conceal you can put the left over points as you see fit
Now rank 6 is normally reserved for our companion but there are quite few variations of the build you can go you Can substitute hunter for falconer or take scout (for cloaking and camouflage but its only one rank so the duration of cloaking is short an is usable 1 once and ends if they spring your trap or you attack )
(Falconer)
If taken means you have more damage but little to no cc limits play style to a run and gun increase massive damage out burst but you lose cc for single target (We don't take Hanging Shot can't be procted with Musket you can get a secondary Arrow based weapon if you want to use that skill keep in mind the damage of Hanging Shot will be factored off the main hand weapon)
(Scout rank1[can take 2 ranks but leave Musketeer at rank 1])
More defensive play style very weak engage sence your cloaking is only to set up traps you can't use FlareShot or FluFlu unless you take a Arrow based weapon and Comfulage won't do you much justice against magic damage you do have Distortion that expands the auto-attack range of party members for a short time ( best not to take rank2 Scount unless you plan on not going Musketeer it does work but it is a heavy lose to your combos and synergy as whole
Falconer version
http://www.tosbase.com/tools/skill-simulator/build/0v0bg8cuab/
Scout1 version
http://www.tosbase.com/tools/skill-simulator/build/c1m8a6sgg5/
Scout 2 version
http://www.tosbase.com/tools/skill-simulator/build/zedv56wyzc/
Rank 6 Hunter/Falconer ( Keep in mind you companion skill damage is factored from you main hand weapon ) Hunter Ai' is extremely bad and just about any skill u use will break the lil guy so we use him only when we need him
Coursing 5 He latches on to enemy attacks and add's CRT chance no longer a form of hard CC
Snatching 5 We have other forms of anti-air so it's you call if you want
Praise 5 A buff to our companion it's best to think of it like Quarrel Shooter 3 version of running shot just cast it and let em auto attack
Now the other skills are good well not Pointing because with the points we can invest the debuff scaling is to little be effective and at the risk of him breaking isn't worth. Rush dog is like a gaurntee broken pet you can take it if you want but i'd advise you not
Now this were personal choice will change the path of the build to work with what you want you have several choices
Musketter Rank 2-3
Appraiser
Wugushi 1-2
Bullet Maker 1 -2
Pied Piper 1-2
Cannoner 1-2
Wugushi 1-2 ( Scales off STR So Full DEX is Ill-Advised)
Latent Venom 5 (10 if you take at rank 9 an 10)Poison Debuff with a 100 second duration the traget
Poison Pot 5(10 if you take at rank 9 an 10) as the name sounds a puddle of poison *only affects ground unit's not flying types*
Jincan Gu 5 A pot of posion that summons insects can only have 5 summoned at a time
Wide Miasma 5 Another cloud of Poison
You can disturbte the rest of the points as you see fit
Appraiser (Cannoner/BulletMaker Full DEX friendly)
Identify ? Up to you setting up the shop is kinda useful but not in comabat
Overstimate 3 Give everyone a bit more to there sub weapon we may not use one but this isn't a fight we have to do alone and there's not alot of vaule in the other skills
Forgery ? This is a tricky one can be used if you're a well season veteran have amazing gear equips you like to share with even if it's temporary to others
Devaulation 5 Nice flat debuff that affects all the Concerns of any hero the defense and there attacks
BlindSide 5 Crt will always be something everyone will go for so this just makes it easier to pat those damage stats just more chance to Crt on the target and those around them
Bullet Maker 1-2 (Full DEX/STR Friendly) Now this is a bit hard to get used to using if you go this route is more AOE the only real questions is one gun enough or do we need 2. All jokes and puns aside this is just more of a for fun version you just look really cool but 9/10 trip you up but realistically you will use musket to drop single target and BM for more AOE
Double Gun Stance 5 Lets you use two guns same time
Tase 1 Just to get the debuff off and when you attack said target with afflicted status you will trigger it and apply multiple attacks
Smash Bullet 5 A type of DOT damage based attack that does damage for 15seconds
Mozambique Drill 5 Lots of overheat charges and can spread to other targets
Now the rest of skills are up to you Keep in mind Bloody over drive is a animation locked skill so until you finished the animation your damage dosen't stop so if become interrupted by a light CC to a hard CC you wasted alot of mana and your damage ends abruptly
Pied-Piper 1-2 This class is extremly powerful and covers about 3-5 ranks all into 1 rank choice and can still cover that many at 1 rank invested into it( Has A combine aspect of Hunter/Falconer/Aprrasior/Wugushi/PartCleric in terms of hard CC/ And Party buffs a Wizard can bring to the table)
Dissonanz 5 Stuns reveals hidden targets and afterwards does damage for 5 seconds
Wiegenlied 5 (5-9 if taken at rank 10) Mass sleep and if target is woken up they will have a debuff that's duration is affect by invested points the reduces there accuracy
Hypnotische Floete 0-Whatever This skill is a lure of a max of 13 monsters will follow aimlessly behind you for 10 seconds and only works on basic garden verity monsters that's it if you want you can take it to lure mobs into Wugushi or into sapper traps or into eh team or away from them but it's not my cup of tea
Hameln Nagetier 5(10 If taken at rank 10) Basically every flute skill you use there is a chance to summon a mice that will follow you around you can make them attack anything the AI is kinda bad it is a skill shot and does one large lump sum of damage and then the mouse goes away if you get the rare mouse it will hit 2-3 times
(IF taken at rank 10)
Friedenslied 1 everyone dances and has a chance to remove a buff on your enemy
Marschierendeslied 5 A buff of move speed and prevent's Knock Back AND Knockdown
Cannoner 2 (FULL DEX/STR FRIENDLY) Same as going BM it's fun but you gotta ask yourself is 1gun enough or perhaps i need an even bigger gun. really cool but 9/10 trip you up but realistically you will use musket to drop single target and Cannoner for more AOE
Cannon Shot 5 Simple AOE attack from cannon with a short CD
Siege Burst 5 On Demand Air-Strike ( can destroy magic circles if you take it at rank 9 and 10)
Cannon Blast 5 Pretty much like a shotgun hit's one thing and you hit alot more than originally intended
(Rank 10 skill if taken )
Cannon Barrage 5 Think of hitting the same target over an over but you can stun the target if it some how survives
Smoke Grenade 5 Self-explanatory but also makes all cannon attacks do more damage
Bazooka 5 Basic attacks equal cannon attacks with an increase range for other cannoner skills
Musketeer 2-3 IF you don't go at least Musketeer 2 you are better off not taking it all
Covering Fire 3 Self explanatory
Headshot 8 Lots of damage that reduces INT and SPR and send enemy spinning
Penetration Shot 1 Used to push things back in a straight line
Grooving Muzzle 10(15 if taken at rank 9) A very overpowering skill that improves accuracy hits3 times to be 100% CRT strikes and ignores 30% Defense
Volleyfire 1 Naked fire several times right in front of you
Birdfall 1 A Form anti Air
Snipe 5 (10 If taken at rank 10) Line up a Shot do lots of damage and can hit 2 targets with 100% accuracy
Sniper's Serenity 5 ( IF taken at rank 9) More damage is gained gradually as you reach full charge and adds 50%more CRT damage while reducing you move speed and you must stand still to auto attack
Prime and Load 1 Mana Dump To take off skill CD duration on
Covering fire
Volley fire
BirdFall
Penetration Shot
HeadShot
Snipe
The reason you have alot of variations to take is because of grooving muzzle being so powerful that you can OPT. to stop going musketeer at rank 2 and branch off into another class Rank 10 is not out yet and we don't know what the new skills will be for other classes but on the simulator i can still show what ranks to take ( It will let you do like say BM3 But dosen't show you any skills BM will have when rank 10 does become released)
Now when it's time allocate stat point's from living up gained from doing quest around the game they all need to be funneled into one stat and if you need any more stats get them from gear stat rolls ( Hunting Ground Gear )
Now In regards to the battle of the ages Full STR or Full DEX with the stat changes STR is raw damage and accuracy where as DEX has become CRT.Attack and attack speed itself
Now depending on Ping Full DEX is a bit hard to judge just how fast you actually are attacking so around 150 DEX you can't quite tell the difference in how fast your attacking without going through a complicated process of making a video of you attack for (X amount of time) then slow down the video to count how many hits then add more DEX and repeat the same process each time so it's better to See DEX as going full CRT in terms of damage and an idea number of CRT rate is 600 and higher to CRT often enough to be considered a DPS
CRT % Cap
Now to further explain that greyhiem From the TOS fourms has postedd some offcial number crunching on crt
https://treeofsavior.com/uploads/ckeditor/fa6e3999db6363e2d582192217e14a9a.PNG
https://forum.treeofsavior.com/uploads/default/original/3X/0/8/0825cc8c10a89fbfb228027305a86266b0754501.png
So in theory there is a cap on Crt rate because of the factoring for doing a Crt
critical chance =
(max(0, critical rate – critical resistance)) ^ 0.6
Unless you know the Crt rstance of every mob you can say there is an imaginary
cap on how often you Crt
But in our build we do have a few Crt Rate enhancers and Crt Resistance debuff to help aid it's not alot but it does add up
The Cons
Taking musketeer doesn't let you use most bow skills and limits you build path can be quite costly when upgrading your companion and attributes and a good end game weapon setting up your traps take time an need to be placed properly easy to become overencombered by the wood for traps and food for companion and that this build you can Opt to take several choices that will influence you weapon of choice and will mean more investing because weapons do about 70-80% of your total damage
The Pros
You are extremely versatile as a DPS you have traps for high burst damage and detonate trap to explode magic spells like heal and do damage in 1v1's your companion can now be used as a source of extra damage you can deal with AIr-Born Single target and AOE all in one go with only taking 1-2 character spaces
Skill Choice
Archer 2 is for early game clearing the only thing its useful for is swift step for the CRT rate attribute kneeling shot for increased CRT rate
SwiftStep 10 last 4 minutes increase CRT rate,evasion,& increase you moving attack speed
Kneeling Shot 5 Crt rate synergy with cannoner Crt rate and extra attack range
Oblique shot 10 when swiftstep is active you can apply a good slow that works on bosses
The 1 point in heavy shot is for disengaging said target off you ( Dosen't work on a boss) 3 In Multi-Shot is for early game clearing. We don't take full draw because you can't skewer a boss to get the debuff
Sapper 3
It is the trap aspect and the open synergy because it dosent require the use of arrow based weapons or a particular stance to use any of the skills so they can be used at any time
1 in claymore adding more doesn't increase the flat damage so just upgrade the attributes
spike shooter 5 Fires spikes it's a one an done but you can adjust the Range of where an how they shot out
0-2 into Conceal each point into let's trap stay hidden a minute per invested point saddly there is no real perk of taking this skill outside of PvP
Stake Stockade 15 because its an instant set up with no cast time an 2 usage before it goes on CD
Punji Stake 5-13 has a 3 second set up time despite it being the most damaging skill sapper has to offer thats one and done in terms of damage the set up time limits this being used where it should be used
If you opt to not take conceal you can put the left over points as you see fit
Now rank 6 is normally reserved for our companion but there are quite few variations of the build you can go you Can substitute hunter for falconer or take scout (for cloaking and camouflage but its only one rank so the duration of cloaking is short an is usable 1 once and ends if they spring your trap or you attack )
(Falconer)
If taken means you have more damage but little to no cc limits play style to a run and gun increase massive damage out burst but you lose cc for single target (We don't take Hanging Shot can't be procted with Musket you can get a secondary Arrow based weapon if you want to use that skill keep in mind the damage of Hanging Shot will be factored off the main hand weapon)
(Scout rank1[can take 2 ranks but leave Musketeer at rank 1])
More defensive play style very weak engage sence your cloaking is only to set up traps you can't use FlareShot or FluFlu unless you take a Arrow based weapon and Comfulage won't do you much justice against magic damage you do have Distortion that expands the auto-attack range of party members for a short time ( best not to take rank2 Scount unless you plan on not going Musketeer it does work but it is a heavy lose to your combos and synergy as whole
Falconer version
http://www.tosbase.com/tools/skill-simulator/build/0v0bg8cuab/
Scout1 version
http://www.tosbase.com/tools/skill-simulator/build/c1m8a6sgg5/
Scout 2 version
http://www.tosbase.com/tools/skill-simulator/build/zedv56wyzc/
Rank 6 Hunter/Falconer ( Keep in mind you companion skill damage is factored from you main hand weapon ) Hunter Ai' is extremely bad and just about any skill u use will break the lil guy so we use him only when we need him
Coursing 5 He latches on to enemy attacks and add's CRT chance no longer a form of hard CC
Snatching 5 We have other forms of anti-air so it's you call if you want
Praise 5 A buff to our companion it's best to think of it like Quarrel Shooter 3 version of running shot just cast it and let em auto attack
Now the other skills are good well not Pointing because with the points we can invest the debuff scaling is to little be effective and at the risk of him breaking isn't worth. Rush dog is like a gaurntee broken pet you can take it if you want but i'd advise you not
Now this were personal choice will change the path of the build to work with what you want you have several choices
Musketter Rank 2-3
Appraiser
Wugushi 1-2
Bullet Maker 1 -2
Pied Piper 1-2
Cannoner 1-2
Wugushi 1-2 ( Scales off STR So Full DEX is Ill-Advised)
Latent Venom 5 (10 if you take at rank 9 an 10)Poison Debuff with a 100 second duration the traget
Poison Pot 5(10 if you take at rank 9 an 10) as the name sounds a puddle of poison *only affects ground unit's not flying types*
Jincan Gu 5 A pot of posion that summons insects can only have 5 summoned at a time
Wide Miasma 5 Another cloud of Poison
You can disturbte the rest of the points as you see fit
Appraiser (Cannoner/BulletMaker Full DEX friendly)
Identify ? Up to you setting up the shop is kinda useful but not in comabat
Overstimate 3 Give everyone a bit more to there sub weapon we may not use one but this isn't a fight we have to do alone and there's not alot of vaule in the other skills
Forgery ? This is a tricky one can be used if you're a well season veteran have amazing gear equips you like to share with even if it's temporary to others
Devaulation 5 Nice flat debuff that affects all the Concerns of any hero the defense and there attacks
BlindSide 5 Crt will always be something everyone will go for so this just makes it easier to pat those damage stats just more chance to Crt on the target and those around them
Bullet Maker 1-2 (Full DEX/STR Friendly) Now this is a bit hard to get used to using if you go this route is more AOE the only real questions is one gun enough or do we need 2. All jokes and puns aside this is just more of a for fun version you just look really cool but 9/10 trip you up but realistically you will use musket to drop single target and BM for more AOE
Double Gun Stance 5 Lets you use two guns same time
Tase 1 Just to get the debuff off and when you attack said target with afflicted status you will trigger it and apply multiple attacks
Smash Bullet 5 A type of DOT damage based attack that does damage for 15seconds
Mozambique Drill 5 Lots of overheat charges and can spread to other targets
Now the rest of skills are up to you Keep in mind Bloody over drive is a animation locked skill so until you finished the animation your damage dosen't stop so if become interrupted by a light CC to a hard CC you wasted alot of mana and your damage ends abruptly
Pied-Piper 1-2 This class is extremly powerful and covers about 3-5 ranks all into 1 rank choice and can still cover that many at 1 rank invested into it( Has A combine aspect of Hunter/Falconer/Aprrasior/Wugushi/PartCleric in terms of hard CC/ And Party buffs a Wizard can bring to the table)
Dissonanz 5 Stuns reveals hidden targets and afterwards does damage for 5 seconds
Wiegenlied 5 (5-9 if taken at rank 10) Mass sleep and if target is woken up they will have a debuff that's duration is affect by invested points the reduces there accuracy
Hypnotische Floete 0-Whatever This skill is a lure of a max of 13 monsters will follow aimlessly behind you for 10 seconds and only works on basic garden verity monsters that's it if you want you can take it to lure mobs into Wugushi or into sapper traps or into eh team or away from them but it's not my cup of tea
Hameln Nagetier 5(10 If taken at rank 10) Basically every flute skill you use there is a chance to summon a mice that will follow you around you can make them attack anything the AI is kinda bad it is a skill shot and does one large lump sum of damage and then the mouse goes away if you get the rare mouse it will hit 2-3 times
(IF taken at rank 10)
Friedenslied 1 everyone dances and has a chance to remove a buff on your enemy
Marschierendeslied 5 A buff of move speed and prevent's Knock Back AND Knockdown
Cannoner 2 (FULL DEX/STR FRIENDLY) Same as going BM it's fun but you gotta ask yourself is 1gun enough or perhaps i need an even bigger gun. really cool but 9/10 trip you up but realistically you will use musket to drop single target and Cannoner for more AOE
Cannon Shot 5 Simple AOE attack from cannon with a short CD
Siege Burst 5 On Demand Air-Strike ( can destroy magic circles if you take it at rank 9 and 10)
Cannon Blast 5 Pretty much like a shotgun hit's one thing and you hit alot more than originally intended
(Rank 10 skill if taken )
Cannon Barrage 5 Think of hitting the same target over an over but you can stun the target if it some how survives
Smoke Grenade 5 Self-explanatory but also makes all cannon attacks do more damage
Bazooka 5 Basic attacks equal cannon attacks with an increase range for other cannoner skills
Musketeer 2-3 IF you don't go at least Musketeer 2 you are better off not taking it all
Covering Fire 3 Self explanatory
Headshot 8 Lots of damage that reduces INT and SPR and send enemy spinning
Penetration Shot 1 Used to push things back in a straight line
Grooving Muzzle 10(15 if taken at rank 9) A very overpowering skill that improves accuracy hits3 times to be 100% CRT strikes and ignores 30% Defense
Volleyfire 1 Naked fire several times right in front of you
Birdfall 1 A Form anti Air
Snipe 5 (10 If taken at rank 10) Line up a Shot do lots of damage and can hit 2 targets with 100% accuracy
Sniper's Serenity 5 ( IF taken at rank 9) More damage is gained gradually as you reach full charge and adds 50%more CRT damage while reducing you move speed and you must stand still to auto attack
Prime and Load 1 Mana Dump To take off skill CD duration on
Covering fire
Volley fire
BirdFall
Penetration Shot
HeadShot
Snipe
The reason you have alot of variations to take is because of grooving muzzle being so powerful that you can OPT. to stop going musketeer at rank 2 and branch off into another class Rank 10 is not out yet and we don't know what the new skills will be for other classes but on the simulator i can still show what ranks to take ( It will let you do like say BM3 But dosen't show you any skills BM will have when rank 10 does become released)
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 ![]() 3 / 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 3: Attack: 60% x 10 SP: 12 Type: Missile / Attack Cooldown: 14s Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword ![]() 3 / 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 3: Attack: 192% Bounced Arrow Attack: 140% SP: 12 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 ![]() 1 / 5 5 Heavy Shot: Enhance Type: Passive * Increases the damage dealt on an enemy with [Heavy Shot] by 0.5% per attribute level * +10% added damage at maximum level Archer 2nd Circle required Heavy Shot [Missile: Bow] Demonstrate your strength by firing a shot that pushes enemies away. Level 1: Attack: 225% SP: 13 Type: Missile / Attack Cooldown: 10s Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword |
Rank 3
![]() ![]() Sapper |
![]() 1 / 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 1: Attack: 167% x 3 SP: 40 Type: Melee / Attack Cooldown: 35s ![]() 2 / 5 Conceal Hides traps to conceal them from the enemy. The duration time may decrease depending on objects. Level 2: Conceal Duration: 2 minutes SP: 36 Type: Melee / Attack Cooldown: 20s ![]() 1 / 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 1: Attack 600% Targets 5 Consumes Trap Kit x#{SpendItemCount}# SP: 44 Type: Melee / Attack Cooldown: 32s ![]() 5 / 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 5: Attack 1027% Casting 3 sec Duration 55 sec Consumes Trap Kit x#{SpendItemCount}# SP: 66 Type: Melee / Attack Cooldown: 39s ![]() 1 / 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 1: Attack: 506% Bomb Explosion Count: 4 SP: 49 Type: Melee / Attack Cooldown: 20s |
Rank 4
![]() ![]() Sapper |
![]() 5 / 10 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 5: Attack: 203% x 3 SP: 57 Type: Melee / Attack Cooldown: 35s ![]() 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 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 15: Attack: 295% x 3 SP: 102 Type: Melee / Attack Cooldown: 35s ![]() 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
![]() ![]() Hunter |
![]() 5 / 5 2 Coursing: Mental Breakdown Type: Active * Decreases the magic defense of an enemy by affected by [Coursing] by 2% per attribute level * Increases SP consumption by 10% Hunter 1st Circle required Coursing: Enhance Type: Passive * Increases the damage dealt on an enemy with [Coursing] by 0.5% per attribute level * +10% added damage at maximum level Hunter 1st Circle required Coursing [Physical] Your companion holds on to a target. Decreases a target's physical defense and continuously deals damage. Attacks against the target will have an increased critical chance. (When the target is a character, duration is reduced in half.) Level 5: 0.5 second attack 257% Physical Defense: -7.5% Additional Critical Chance: +40% Duration: 5.5 seconds SP: 57 Type: Melee / Attack Cooldown: 9s ![]() 5 / 5 2 Snatching: Airborne Enemy Damage Type: Active Flying-type monsters who are brought to the ground by [Snatching] will receive 20% additional damage from [Slash] and [Strike] attacks per attribute level. * Increases SP consumption by 30% Hunter 1st Circle required Snatching: Enhance Type: Passive * Increases the damage dealt on an enemy with [Snatching] by 0.5% per attribute level * +10% added damage at maximum level Hunter 1st Circle required Snatching [Physical] Order your companion to drop a Flying-type monster to the ground, afflicting [Bleeding]. Level 5: 201% Attack per 0.5 seconds Duration: 5 seconds SP: 59 Type: Melee / Attack Cooldown: 15s ![]() 5 / 5 Praise: Movement Speed Type: Active * Increases movement speed of companion from [Praise] by 1 per attribute level * Increases SP consumption by 10% Hunter 1st Circle required Praise Temporarily increases companion's Attack, Accuracy, Crit Rate and Basic Attack Speed. Level 5: Companion Attack: +45 Companion Accuracy: +45 Companion Critical Rate: +45 Companion Attack Speed + 1.5 seconds Duration: 100 seconds Maximum Level: 5 SP: 68 Type: Melee / Attack Cooldown: 90s |
Rank 7
![]() ![]() Musketeer |
![]() 1 / 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 1: Attack: 214% x 11 SP: 110 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 |
![]() 3 / 10 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 3: Attack: 237% x 11 SP: 137 Type: Missile / Attack Cooldown: 15s Required Stance: Musket ![]() 8 / 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 8: Attack: 2354% Reduces 40 INT and SPR SP: 189 Type: Missile / Attack Cooldown: 20s Required Stance: Musket ![]() 10 / 10 Grooving Muzzle Enhances your musket's steel wire to increase its accuracy and penetration. While active, Grooving Muzzle provides a chance to make basic attacks critically hit and to change them into consecutive hits. Level 10: Accuracy +100 Ignore 15% of enemy defense 30% chance of 3 consecutive hits 100% chance of critical attack on the 3 consecutive hits Duration: 19 sec SP: 261 Type: Melee / Buff Cooldown: 35s Required Stance: Musket ![]() 1 / 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 1: Attack: 334% x4 Number of targets: 8 SP: 182 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 |
Rank 9
![]() ![]() Musketeer |
![]() 15 / 15 Grooving Muzzle Enhances your musket's steel wire to increase its accuracy and penetration. While active, Grooving Muzzle provides a chance to make basic attacks critically hit and to change them into consecutive hits. Level 15: Accuracy +100 Ignore 15% of enemy defense 30% chance of 3 consecutive hits 100% chance of critical attack on the 3 consecutive hits Duration: 24 sec SP: 339 Type: Melee / Buff Cooldown: 35s Required Stance: Musket ![]() 10 / 10 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 10: Attack 4235% SP: 264 Type: Missile / Attack Cooldown: 25s Required Stance: Musket ![]() 5 / 5 Sniper's Serenity: Exploit Weakness Type: Active * [Sniper's Serenity] attacks ignore enemy's block * Only applies to gun skills * Increases SP consumption by 500% Musketeer 3rd Circle Required Sniper's Serenity: Armor Break Type: Active * While [Sniper's Serenity] is active, attacks will apply [Armor Break] on enemies * Only applies to [Gun] skills * Increases SP consumption by 10% Musketeer 3rd Circle Required Sniper's Serenity [Missile: Gun] Increase your minimum attack gradually. The longer you charge, the more your attack increases. Your movement speed is decreased and you cannot shoot while moving. The duration of the buff decreases by 1 second when hit by an enemy. Full charge time cannot be lower than 0.4 sec. Level 5: Full Charge Time: 2 sec Duration: 30 sec Equals maximum attack power when fully charged Critical damage +50% when fully charged Movement speed fixed to 10 SP: 160 Type: Missile / Buff Cooldown: 0s Required Stance: Musket ![]() 1 / 1 Prime and Load: Rapid Reload Type: Active * Reduces cooldown of [Prime and Load] by 1 sec per attribute level Musketeer 3rd Circle Required Prime and Load Resets the cooldown of certain Musketeer attack skills. The cooldown of Prime and Load increases in proportion to the skills reset. Cooldown reduction effects cannot be applied to Prime and Load. Level 1: Additional cooldown per skill Covering Fire +5 sec Penetration Shot +5 sec Volleyfire +5 sec Headshot +10 sec Birdfall +10 sec Snipe +10 sec SP: 370 Type: Missile / Buff Cooldown: 25s Required Stance: Musket |
Rank 10
![]() ![]() Pied Piper |
![]() 5 / 5 Dissonanz: Seaker Type: Active * Increases Stun duration by 2 sec for enemies in stealth mode * Increases SP consumption by 20% Requires Pied Piper Circle 1 Dissonanz: Sound Wave Attack Type: Active * Deals damage to enemies affected by [Dissonanz] for 2 sec per attribute level * Increases SP consumption by 30% Requires Pied Piper Circle 2 Dissonanz Play the flute to stun nearby enemies. If used against hidden enemies, the hiding effects are canceled and Stun is applied. The higher the skill level, the wider the range. Level 5: Range 200 Stun duration 3 sec Max. level 5 SP: 136 Type: Missile / Buff Cooldown: 50s ![]() 5 / 5 Wiegenlied: Sleepy Head Type: Active * Applies the [Drowsy] debuff even after [Lullaby] expires * Increases SP consumption by 20% Requires Pied Piper Circle 1 Wiegenlied Play the flute to lull nearby enemies to sleep. Sleeping enemies cannot evade or block. When enemies wake from an attack, they have their accuracy momentarily lowered by the Drowsy debuff. Level 5: Duration 10 sec Max. 1 Lullaby attack Drowsy duration 10 sec Accuracy reduced by 100 SP: 151 Type: Melee / Attack Cooldown: 35s ![]() 5 / 5 Hameln Nagetier: Enhance Type: Passive * Increases the damage dealt on an enemy with [Hameln Nagetier] by 0.5% per attribute level * +10% added damage at maximum level Requires Pied Piper Circle 1 Hameln Nagetier: Dirty Fangs Type: Active * Increases the duration of the [Hameln Nagetier] debuff by 1 sec per attribute level * Increases SP consumption by 50% Requires Pied Piper Circle 1 Hameln Nagetier: Rare Species Type: Active * 2% chance per attribute level of summoning a rare mouse species * Rare mice deal 2 hits on the first attack Requires Pied Piper Circle 2 Hameln Nagetier [Physical] - [Pierce] When casting certain Pied Piper skills, summons a mouse and applies the Hameln Nagetier buff. You can have a maximum of 5 mice at any time. After the mice are summoned, you can use the Hameln Nagetier skill again to have the mice attack a designated spot. All mice disappear when the Hameln Nagetier buff is canceled. Level 5: Attack 497% Mouse-summoning skills: - Dissonanz - Wiegenlied - Hypnotische Floete - Friedenslied - Marschierendeslied SP: 143 Type: Melee / Attack Cooldown: 20s |
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Comments (9)
Instead of choosing a build since I ain’t 12, I just toke out my handy wallet and bought enough character slots to do any variation I wanted. Again I am a serious gamer, not a child a few swipes is nothing to me. If you have a problem with that, check your panties on the way out bro. Anyways my main is clearly the hunter c1 set up cause i wanted to show guilds how serious I am and not afraid of a little companion AI. Also it helped to not feel so lonely in dungeon ques. It toke me a mere few weeks to get all my army of OP close to max level around 335 each char, not an easy feat even with starters packs and events.
To be fair though this game is easy cause try hard high levels are obsessed with doing low level content for their autism points or something. Anyways I can now report back to you i am top dps in all my parties, which isn’t a feat if the party sucks. But here is the twist, it’s just me with my OP set up i can solo every single in game content. Just the other day i was in ET ignoring all the try hard parties in shout asking for healers and dps. Cause last time i join one of those they tried to kick me out of sheer jealousy. Newbs am i right? In TBL people just leave if it’s me and a Kabba-hard, they know not to mess with me. I didn’t GVG during beta because all the guilds on my server are to intimidated.
I could go on but lets make this clear, ignore this well rounded and thought out guide. If you wanna be a scrub. If you have a mop and bucket for the clean up, after all the ladies make a mess after you join party. Because your big dik dps is to much for them follow this guide. No regrets thanks man.