Difference between revisions of "Marksman"

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Revision as of 16:58, 16 December 2013

The Marksman is a Hunter class specialized on ranged weaponry skills.

The Marksman uses the following skill groups: Combat, Grenade, Precision Strike, Tactical, and Expertise. Skills in italics below are shared with the Engineer. Numbers in parentheses are the number of skill points required in a skill's required skill. The numbers in the leftmost column are the level requirements.


1 Tactical Stance Rapid Fire Explosive Grenade
¦ ¦
5 Ricochet Beacon ¦ ¦ Escape Napalm Strike
¦ ¦ ¦ ¦ ¦
10 Dead Eye ¦ Sniper Overshield (3) ¦ ¦ Phase Grenade ¦
¦ ¦ ¦ ¦ ¦ ¦ ¦
15 Reflected Shot ¦ Elemental Beacon (2) ¦ ¦ Heightened Senses (3) ¦ Smackdown (2)
¦ ¦ ¦ ¦ ¦ ¦ ¦
20 Hollow Points (2) ¦ ¦ ¦ ¦ Escape Artist (2) Toxic Grenade ¦
¦ ¦ ¦ ¦ ¦
25 Homing Shot ¦ Master Sniper (3) Elemental Visions (3) Controlled Burst (3) Shock And Awe (2)
¦ ¦
30 Multi Beacon (3) Multishot (3) Flashcrasher Grenade



Crit builds

Crit builds try to raise the chance for a critical hit in order to deal more damage and trigger passive abilities. These builds max Dead Eye to increase crit chance, and often max Hollow Points as well to increase damage when you crit. Most builds then focus on one of the three crit passives (Ricochet, Reflected Shot or Homing Shot). You often see Tactical Stance used to increase the chance for crits even further.


Elemental builds

Elemental builds try to raise special effect attack strengths such as Phasing, Shocking, etc... to put the hurt on mobs. These builds will have some kind of investment in Elemental Visions for self-buffing and/or Elemental Beacon to debuff mobs for the whole group. Expect to see some points put into Grenades and/or Tactical Strikes as well.


Crit / elemental hybrid builds

Crit / elemental hybrid builds will take some skills from the Crit Monkeys and some from the Elemental Masters to offer up new and exciting ways to deliver the package. Whether they are softening up targets with Phase Attacks to achieve world record crit damage, or using crit-boosted skills to dish out an elemental barrage, they should have something to bring to the table.


Sniper builds

Sniper Builds will focus on Sniper Stance, Master Sniper, and most likely Dead-Eye and Hollowed Points to thin the Hordes of Hell from long range.


Group builds

These builds focus on beacon and multibeacon to increase group damage potential, and perhaps granades to further aid in a group setting.


Level 1

Tactical Stance

The Marksman's steadier aim and reduced profile as a target grant a tactical advantage over the enemy.

  • Firing accuracy increased by 50%
  • Range increased by 25%
  • Projectile velocity increased by 25%
  • This skill increases Critical Chance by 4 + 1 * SkillLevel percent.


Tactical Stance
Tactical
Required Level: 1 / Skill: none / Item: Gun
Skill Level 1 2 3 4 5 6 7 8 9 10
Critical Chance increased by 5% 6% 7% 8% 9% 10% 11% 12% 13% 14%


Rapid Fire

A 3-second burst that increases damage by 10% and greatly increases rate of fire at the cost of weapon accuracy. The Hunter remains stationary while using this attack. Cannot be used while in Tactical Stance.

  • Rate of Use: every 10.0 seconds
  • This skill increases the Rate of Fire by 85 + 15 * SkillLevel percent.


Rapid Fire
Tactical, Combat
Required Level: 1 / Skill: none / Item: Gun
Skill Level 1 2 3 4 5 6 7 8 9 10
Rate of Fire increased by 100% 115% 130% 145% 160% 175% 190% 205% 220% 235%


Explosive Grenade

The Marksman lobs a high explosive grenade toward the enemy. The Explosive Grenade has a 2 second fuse. Damage radius is 5 meters.

  • Ignite Strength increases with Player Level
  • Rate of Use: every 5.0 seconds
  • This skill increases the damage of Rapid Fire by 60 + 15 * PlayerLevel percent. Damage formula is being worked on. The table gives level examples.


Explosive Grenade
Tactical, Grenade, Combat
Required Level: 1 / Skill: none / Item: none
Skill Level 1 2 3 4 5 6 7 8 9 10
Fire damage range (level 10) 45-51 57-63 69-75 81-87 93-99 105-111 117-123 129-135 141-147 153-159
Fire damage range (level 20) 62-71 74-83 86-95 98-107 110-119 122-131 134-143 146-155 158-167 170-179
Fire damage range (level 30) 79-92 91-104 103-116 115-128 127-140 139-152 151-164 163-176 175-188 187-200


Level 5

Ricochet

When the Marksman scores a critical hit, subsequent shots may bounce off of hard surfaces, causing addition damage. Projectiles ricochet 3 times.

  • This skill increases the chance to proc a Ricochet by 30 + 10 * SkillLevel percent.


Ricochet
Expertise
Required Level: 5 / Skill: none / Item: Gun
Skill Level 1 2 3 4 5 6 7
Chance to Activate on Critical Hit 40% 50% 60% 70% 80% 90% 100%
Duration (seconds) 3 4 5 6 7 8 9


Beacon

The Hunter paints an enemy with infra-red light, highlighting weaknesses in the target's defenses.

  • Range: 40.0 meters
  • Rate of Use: every 2.0 seconds
  • This skill increases the Critical Damage by 40 + 5 * SkillLevel percent.
  • This skill lasts 4 + 1 * SkillLevel seconds.


Beacon
Tactical
Required Level: 5 / Skill: none / Item: none
Skill Level 1 2 3 4 5 6 7 8 9 10
% Increased Damage 45% 50% 55% 60% 65% 70% 75% 80% 85% 90%
Duration (seconds) 5 6 7 8 9 10 11 12 13 14


Escape

The Hunter activates a cloaking device to become virtually invisible to enemies for a short amount of time. Attacking deactivates the cloaking effect.

  • This skill increases the cloaking duration by 5 + 1 * SkillLevel seconds.


Escape
Tactical
Required Level: 5 / Skill: none / Item: none
Skill Level 1 2 3 4 5 6 7 8 9 10
Duration (seconds) 6 7 8 9 10 N/A N/A N/A N/A N/A


Napalm Strike

The Hunter marks an area for a precision strike that damages and potentially ignites enemies in the area of effect.

  • Ignite Strength increases with Player Level
  • Rate of Use: every 40.0 seconds
  • This skill increases the Ignite Attack Strength by 40 + 10 * PlayerLevel.
  • This skill increases the Affected Radius by 1 + 1 * SkillLevel.
  • No formula yet for the fire damage. Representative values:
    • 20-25 fire damage/second at level 5
    • 56-70 fire damage/second at level 30
    • 85-106 fire damage/second at level 50


Napalm Strike
Tactical, Precision Strike, Combat
Required Level: 5 / Skill: none / Item: none
Skill Level 1 2 3 4 5 6 7 8 9 10
Fire Field Duration (seconds) 2 3 4 5 6 7 8 N/A N/A N/A


Level 10

Dead Eye

The Marksman is trained to find the weakest point in the enemy defenses, increasing the chance to strike vital organs.

  • Skill levels have Player Level requirements.
  • This skill increases the critical % chance by 1 + 1 * SkillLevel percent.


Dead Eye

Required Level: 10 / Skill: none / Item: Gun
Skill Level 1 2 3 4 5 6 7
Critical Chance Increased by 2% 3% 4% 5% 6% 7% 8%
Player Level Requirement 10 15 20 25 30 35 40


Sniper

With enhanced vision, nerves of steel, and a steady hand, the Marksman reaches out and hits targets with fatal effect.

  • Damage increased by 200%
  • Rate of Fire and Skill Use decreased by 40%
  • Armor decreased by 50%
  • Energy consumption increased by 150%
  • This skill increases firing Range by 40 + 5 * SkillLevel percent.
  • This skill increases firing Velocity by 20 + 5 * SkillLevel percent.
  • This skill increases firing Accuracy by 40 + 10 * SkillLevel percent.


Sniper
Tactical
Required Level: 10 / Skill: none / Item: Gun
Skill Level 1 2 3 4 5 6 7 8 9 10
Range Increased by 45% 50% 55% 60% 65% 70% 75% 80% 85% 90%
Missile Velocity Increased by 25% 30% 35% 40% 45% 50% 55% 60% 65% 70%
Firing Accuracy Increased by 50% 60% 70% 80% 90% 100% 110% 120% 130% 140%


Overshield

Whenever the Marksman assumes a Tactical Stance, his armor automatically uses stored kinetic energy to greatly increase personal shielding.

  • This skill increases the maximum shields by 405 + 135 * SkillLevel.


Overshield
Tactical
Required Level: 10 / Skill: none / Item: none
Skill Level 1 2 3 4 5 6 7 8 9 10
Max shields increased by 540 675 810 945 1080 1215 1350 1485 1620 1755


Phase Grenade

The Hunter hurls a grenade towards the enemy which emits a pulse of spectral energy. The Phase Grenade sticks to hard surfaces and detonates after 1 second.

  • Phase Strength increases with Player Level
  • Rate of Use: every 5.0 seconds
  • This skill increases the Phase Attack Strength by 120 + 30 * PlayerLevel.
  • This skill increases the Phase Duration by Truncate(5 + .5 * SkillLevel).


Phase Grenade
Tactical, Grenade, Combat
Required Level: 10 / Skill: none / Item: none
Skill Level 1 2 3 4 5 6 7 8 9 10
Phase Time (seconds) 5 6 6 7 7 8 8 9 9 10


Level 15

Reflected Shot

When the Marksman scores a critical hit, subsequent shots may reflect and re-target additional enemies. Projectiles re-target 2 times.

  • This skill increases the chance to proc a Reflected Shot by 20 + 5 * SkillLevel percent.


Reflected Shot
Expertise
Required Level: 15 / Skill: none / Item: Gun
Skill Level 1 2 3 4 5 6 7
% Chance to Activate on Critical Hit 25% 30% 35% 40% 45% 50% 55%
Duration (seconds) 3 4 5 6 7 8 9


Elemental Beacon

Modulating the beacon frequencies highlights the areas on the Marksman's target most susceptible to various elemental attacks.

  • This skill decreases the target's Dlemental Defenses by # + # * SkillLevel.


Elemental Beacon
Tactical
Required Level: 15 / Skill: Beacon / Item: Gun
Skill Level 1 2 3 4 5 6 7 8 9 10
Target's Elemental Defenses Decreased by 206


Heightened Senses

The Marksman uses superior reflexes to target the soft spots of the enemy, even while firing at an enhanced rate.

  • This skill increases the damage of Rapid Fire by 8 * SkillLevel percent.


Heightened Senses
Tactical, Combat
Required Level: 15 / Skill: Tactical Stance 3 / Item: Gun
Skill Level 1 2 3 4 5 6 7 8 9 10
Rapid Fire damage increased by 8% 16% 24% 32% 40% 48% 56% 64% 72% 80%


Smackdown

The Hunter marks an area for a precision strike that is designed to cause optimal amounts of concussive damage.

  • Stun Attack Strength increases with Player Level
  • Rate of Use: every 40.0 seconds
  • This skill increases the Stun Attack Strength by 120 + 30 * PlayerLevel.
  • This skill increases the Stun Duration by 2 + 1 * SkillLevel.
  • No formula yet for the physical damage. Representative values:
    • 27-34 physical damage/second at level 10
    • 35-43 physical damage/second at level 15
    • 85-106 physical damage/second at level 50


Smackdown
Tactical, Precision Strike, Combat
Required Level: 15 / Skill: Napalm Strike 2 / Item: none
Skill Level 1 2 3 4 5 6 7 8 9 10
Stun Duration (seconds) 3 4 5 6 7 8 9 N/A N/A N/A


Level 20

Hollow Points

The Marksman modifies ammunition in order to deliver devastating shots that punch through enemy defenses.

  • This skill increases the Critical Damage by 10 + 10 * SkillLevel percent.


Hollow Points

Required Level: 15 / Skill: Dead Eye 2 / Item: Gun
Skill Level 1 2 3 4 5 6 7
Critical Damage Increased by 20% 30% 40% 50% 60% 70% 80%


Escape Artist

The Marksman gains a movement speed increase while cloaked, greatly increasing the chances for a successful tactical retreat.

  • Note: need to verify movement speed increase values.


Escape Artist
Tactical
Required Level: 20 / Skill: Escape 2 / Item: none
Skill Level 1 2 3 4 5 6 7 8 9 10
Movement speed increased by 15% 15% 15% 15% 15% N/A N/A N/A N/A N/A


Toxic Grenade

The Marksman tosses a grenade filled with highly poisonous materials toward the enemy. The Toxic Grenade explodes on impact.

  • Poison Attack Strength increases with Player Level
  • Rate of Use: every 5.0 seconds
  • This skill increases the Poison Attack Strength by 120 + 30 * PlayerLevel.
  • This skill increases the Affected Radius by Truncate(3 + .5 * SkillLevel).


Toxic Grenade
Tactical, Grenade, Combat
Required Level: 20 / Skill: none / Item: none
Skill Level 1 2 3 4 5 6 7 8 9 10
Affected Radius (meters) 3 4 4 5 5 6 6 7 7 8


Level 25

Homing Shot

When the Marksman scores a critical hit, certain projectile-based guns may automatically track targets.

  • This skill increases the chance to proc a Homing Shot by 20 + 5 * SkillLevel percent.


Homing Shot
Expertise
Required Level: 25 / Skill: none / Item: Gun
Skill Level 1 2 3 4 5 6 7
Chance to Activate on Critical Hit 25% 30% 35% 40% 45% 50% 55%
Duration (seconds) 3 4 5 6 7 8 9


Master Sniper

Through superior training and the study of demon physiology, the Marksman deals more damage when scoring a critical hit. The Marksman must be in Sniper mode for this passive skill to activate.

  • This skill increases the Critical Damage by 20 * SkillLevel percent.


Master Sniper
Tactical
Required Level: 25 / Skill: Sniper 3 / Item: Gun
Skill Level 1 2 3 4 5 6 7 8 9 10
Critical Damage Increased by 20% 40% 60% 80% 100% 120% 140% 160% 180% 200%


Elemental Visions

While remaining still and focusing on a target, the Marksman scans for elemental weaknesses. Only active while in Tactical Stance. Increases attack strength for Stun, Ignite, Shock, Phase, and Poison Attack strengths.

  • This skill increases duration by 15 * SkillLevel percent.


Elemental Visions
Tactical
Required Level: 20 / Skill: Overshield 3 / Item: Gun
Skill Level 1 2 3 4 5 6 7 8 9 10
Attack Strength Increased by 15% 30% 45% 60% 75% 90% 105% 120% 135% 150%


Controlled Burst

The Marksman exercises control over the bursts of Rapid Fire, allowing greater use of this tactic.

  • This skill increases the damage of Rapid Fire by X * SkillLevel percent. Note: Need skill values from game. Current calculator is obsolete.


Controlled Burst
Tactical, Combat
Required Level: 25 / Skill: Heightened Senses 3 / Item: Gun
Skill Level 1 2 3 4 5 6 7 8 9 10
Use Rate increased by 25% ? ? ? ? ? ? ? ? ?


Shock and Awe

The Hunter marks an area for a precision strike that results in a barrage of electrostatic explosions in the area of effect.

  • Barrage lasts for 10 seconds
  • Shock Attack Strength increases with Player Level
  • Marksman Rate of Use: every 40.0 seconds
  • Electrical damage is a function of both player level and skill level
  • This skill increases the Ignite Attack Strength by 40 + 10 * PlayerLevel.
  • This skill in progress for electrical damage.
  • Note that values cannot be used from the skill calculators - all identical.


Shock and Awe
Tactical, Precision Strike, Combat
Required Level: 25 / Skill: Smackdown 2 / Item: none
Skill Level 1 2 3 4 5 6 7 8 9 10
Electrical Damage per Second ? ? ? ? ? ? ? ? ? ?


Level 30

Multi Beacon

The Marksman simultaneously paints several targets with infra-red beams, making them all easier to hit.

  • Range: 40.0 meters
  • Rate of Use: every 2.0 seconds
  • This skill increases affected radius from target by 3 + 1 * SkillLevel meters.
  • This skill increases damage by 10 + 5 * SkillLevel percent.
  • This skill increases duration by Truncate((9 + 1 * SkillLevel)/2) seconds.


Multi Beacon
Tactical
Required Level: 25 / Skill: Elemental Beacon 3 / Item: Gun
Skill Level 1 2 3 4 5 6 7 8 9 10
Affected Radius from Target (meters) 4 5 6 7 8 9 10 11 12 13
Increased Damage by 15% 20% 25% 30% 35% 40% 45% 50% 55% 60%
Duration (seconds) 5 5 6 6 7 7 8 8 9 9


Multishot

The Marksman can alter certain projectile-based guns to simultaneously fire multiple rounds. Fires 2 additional projectiles.

  • This skill increases duration by 3 + 1 * SkillLevel seconds.


Multishot

Required Level: 30 / Skill: Controlled Burst 3 / Item: Projectile-Based Gun
Skill Level 1 2 3 4 5 6 7 8 9 10
Duration (seconds) 4 5 6 7 8 9 10 11 12 13


Flashcrasher Grenade

The Marksman flings a grenade towards the enemy which explodes with deafening noise, bright lights, and a massive concussive force. The Flashcrasher Grenade has a 1 second fuse.

  • Stun Attack Strength and Physical Damage increase with Player Level
  • Rate of Use: every 5.0 seconds
  • This skill increases the Stun Attack Strength by 120 + 30 * PlayerLevel.
  • This skill increases the Affected Radius by Truncate(3 + .5 * SkillLevel).
  • No formula yet for physical damage. Representative values:
    • 46-59 at level 30
    • 70-89 at level 50


Flashcrasher Grenade
Tactical, Grenade, Combat
Required Level: 20 / Skill: none / Item: none
Skill Level 1 2 3 4 5 6 7 8 9 10
Affected Radius (meters) 3 4 4 5 5 6 6 7 7 8


The Classes
Templar Blademaster Guardian
Hunter Marksman Engineer
Cabalist Evoker Summoner