[Apr 25th 2018] New classes have been added to the skill simulator!

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)







Copy Build
Rank 1
circle 1
Archer
5 / 5
Swift Step
Archer31
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
Archer11 Mark
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
0 / 5
2
Full Draw
Archer12 Overwhelming Archer9
Full Draw: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Full Draw] by 0.5% per attribute level
* +10% added damage at maximum level

Archer 1st Circle required
Full Draw: Increased Knockback
Type: Active
* Increases knockback power of [Full Draw] by 50
* Increases SP consumption by 10%

Archer 1st Circle required
Full Draw: Decreased Defense
Type: Active
* Decreases the enemy's physical defense threaded with [Full Draw] by 2% per attribute level.
* Increases SP consumption by 10%

Archer 1st Circle required
Full Draw

[Missile: Bow]
Pull your bowstring back to fire a highly piercing shot. Enemies hit are pinned onto the surrounding terrain.

Level 1:
Attack: 312%
[Skew] Duration: 6 seconds
SP: 12

Type: Missile / Attack
Cooldown: 20s
Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword
3 / 5
5
Oblique Shot
Archer13 Archer6
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
circle 2
Archer
10 / 10
Swift Step
Archer8 Archer31
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
3 / 10
2
Multi Shot
Archer11 Mark
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
0 / 10
2
Full Draw
Archer12 Overwhelming Archer9
Full Draw: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Full Draw] by 0.5% per attribute level
* +10% added damage at maximum level

Archer 1st Circle required
Full Draw: Increased Knockback
Type: Active
* Increases knockback power of [Full Draw] by 50
* Increases SP consumption by 10%

Archer 1st Circle required
Full Draw: Decreased Defense
Type: Active
* Decreases the enemy's physical defense threaded with [Full Draw] by 2% per attribute level.
* Increases SP consumption by 10%

Archer 1st Circle required
Full Draw

[Missile: Bow]
Pull your bowstring back to fire a highly piercing shot. Enemies hit are pinned onto the surrounding terrain.

Level 1:
Attack: 312%
[Skew] Duration: 6 seconds
SP: 12

Type: Missile / Attack
Cooldown: 20s
Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword
10 / 10
5
Oblique Shot
Archer13 Archer6
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
Archer14 Focusing Cannoneer14
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
Archer26
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
circle 1
Sapper
1 / 5
2
Stake Stockades
Sapper29
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
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
Sapper12 Sapper2 Sapper30
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
Sapper13 Sapper3
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
Sapper14 Sapper31
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
circle 2
Sapper
5 / 10
2
Stake Stockades
Sapper29
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
2 / 10
Conceal
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 / 10
Claymore
Sapper12 Sapper2 Sapper30 Sapper33
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 / 10
Punji Stake
Sapper13 Sapper3 Sapper32 Sapper36
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 / 10
Detonate Traps
Sapper14 Sapper31
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
5 / 5
Broom Trap
Sapper11 Sapper1
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
0 / 5
Collar Bomb
Sapper27
Collar Bomb: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Collar Bomb] by 0.5% per attribute level
* +10% added damage at maximum level

Sapper 2nd Circle required
Collar Bomb

[Physical] - [Strike]
Attach a bomb to an enemy. The enemy explodes when it comes in contact with other enemies.

Level 1:
Attack: 175%
Installs 1
SP: 54

Type: Melee / Attack
Cooldown: 30s
Rank 5
circle 3
Sapper
15 / 15
2
Stake Stockades
Sapper29
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
2 / 15
Conceal
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 / 15
Claymore
Sapper12 Sapper2 Sapper30 Sapper33
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 / 15
Punji Stake
Sapper13 Sapper3 Sapper32 Sapper36
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 / 15
Detonate Traps
Sapper14 Sapper31
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
10 / 10
Broom Trap
Sapper11 Sapper1 Sapper34
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
0 / 10
Collar Bomb
Sapper27
Collar Bomb: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Collar Bomb] by 0.5% per attribute level
* +10% added damage at maximum level

Sapper 2nd Circle required
Collar Bomb

[Physical] - [Strike]
Attach a bomb to an enemy. The enemy explodes when it comes in contact with other enemies.

Level 1:
Attack: 175%
Installs 1
SP: 54

Type: Melee / Attack
Cooldown: 30s
5 / 5
Spike Shooter
Sapper26 Sapper35
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
circle 1
Hunter
5 / 5
2
Coursing
Hunter7 Hunter9
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
Hunter4 Hunter10
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
Hunter5
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
0 / 5
Pointing
Hunter1
Pointing: Fear
Type: Active
* Enemies affected by [Pointing] have a 5% chance per attribute level to be afflicted with [Fear] for 3 seconds
* Increases SP consumption by 10%

Hunter 1st Circle required
Pointing

Your companion wanders around the target and fixes its target. Decreases the target's evasion and accuracy.

Level 1:
Evasion: -16
Accuracy: -16
Pointing AI Duration: 90 seconds
SP: 44

Type: Melee / Attack
Cooldown: 17s
0 / 5
Rush Dog
Hunter8 Hunter11
Rush Dog: Stun
Type: Active
* Enemies attacked with [Rush Dog] have a 10% chance per attribute level to be afflicted with [Stun] for 6 sec
* Increases SP consumption by 10%

Hunter 1st Circle required
Rush Dog: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Crush] by 0.5% per attribute level
* +10% added damage at maximum level

Hunter 1st Circle required
Rush Dog

[Physical]
Order your companion to charge and attack an enemy.

Level 1:
Attack: 126% x 5
SP: 35

Type: Melee / Attack
Cooldown: 5s
Rank 7
circle 1
Musketeer
1 / 5
2
Covering Fire
Musketeer2
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
Musketeer3 Musketeer9
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
Musketeer5
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
0 / 5
Grooving Muzzle
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 1:
Accuracy +100
Ignore 15% of enemy defense
30% chance of 3 consecutive hits
100% chance of critical attack on the 3 consecutive hits
Duration: 10 sec
SP: 120

Type: Melee / Buff
Cooldown: 35s
Required Stance: Musket
Rank 8
circle 2
Musketeer
3 / 10
2
Covering Fire
Musketeer2
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
Musketeer3 Musketeer9
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
1 / 10
Penetration Shot
Musketeer5 Musketeer16 Musketeer17
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
10 / 10
Grooving Muzzle
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
Musketeer11
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
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
Musketeer4 Musketeer10
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
circle 3
Musketeer
3 / 15
2
Covering Fire
Musketeer2
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 / 15
2
Headshot
Musketeer3 Musketeer9
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
1 / 15
Penetration Shot
Musketeer5 Musketeer16 Musketeer17 Musketeer25
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
15 / 15
Grooving Muzzle
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
1 / 10
2
Volleyfire
Musketeer11
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 / 10
2
Birdfall
Musketeer26
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
10 / 10
Snipe
Musketeer4 Musketeer10 Musketeer12 Musketeer21
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
Musketeer22 Musketeer23
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
Musketeer29
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
circle 1
Pied Piper
5 / 5
Dissonanz
PiedPiper1
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
PiedPiper3
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
0 / 5
Hypnotische Floete
PiedPiper4 PiedPiper5
Hypnotische Floete: Movement Speed
Type: Active
* Reduces the movement speed penalty applied during [Hypnotische Floete] by 1% per attribute level
* Increases SP consumption by 10%

Requires Pied Piper Circle 1
Hypnotische Floete: Self Hypnosis
Type: Active
* Enemies affected by Hypnotische Floete become confused for 1 sec per attribute level after the skill's duration
* Increases SP consumption by 20%

Requires Pied Piper Circle 1
Hypnotische Floete

Play the flute to hypnotize nearby monsters. Hypnotized monsters will follow your character and become unable to evade or block. Applies only to regular monsters.

Level 1:
Max. targets 4
Max. duration 10 sec
SP: 98

Type: Melee / Attack
Cooldown: 40s
5 / 5
Hameln Nagetier
PiedPiper11 PiedPiper12
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)

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Jul 21st 2018 03:28:46
Stop.
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Jul 11th 2018 15:55:09
They added rank 10 to simulator didn't disclose any skills
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May 2nd 2018 16:35:35
but why
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Apr 30th 2018 07:37:12
Please end my existence.
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Apr 30th 2018 18:00:45
@Lubu20 ugh what seems to be the problem?
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Apr 29th 2018 05:42:32
I recently started playing what i like to call “the tree”, before I made my char I knew to do the smart thing and look for builds of more experienced players. I didn’t wanna fall into a newb trap of trying myself and learning after a few hours of playtime. Lets be honest here; none of the top guild’s are gonna take a build that isn’t a thoroughly tried and tested tosbase build. Unless they wanna invite you as a joke. I am not a joke, while searching i came across this build and then i knew. The road to OP was the one i was about to walk onto.

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.
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Apr 30th 2018 18:01:51
@XxOPNotHomoLordxX thanks question did you do all variations of this build or just one in perticular?
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Feb 20th 2018 07:59:00
Ok so as of today we got A MAJOR change to musketeer but sadly the skill sim hasn't been updated so i cant quite give you the list of skills i recommend you visit the forums page and read about the patch and also they added more monster gems after iv'e gotten a chance to find all the ones concerning this build ill added them in the build
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Jan 25th 2018 08:41:19
This build will go under a massive rework not so much as skill choices or anything just cleaning up the description will be made to be much much more detailed where to get items where to skill gems where to boss cards and cleaned up less clutter more color more hyperlinks special text but doing all that will take sometime this will stay same and once i've finished the new i'll replace the text for here an make proper changes to the alternatively linked builds was deeply inspired by the #1 cannoneer build so you can see what i am aiming for with the rework
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