Difference between revisions of "Marksman"
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− | + | {{Intro}} | |
− | + | The '''Marksman''' is a [[Hunter (Hellgate)|Hunter]] class specialized on ranged weaponry skills. | |
− | The Marksman | + | The Marksman uses the following skill groups: ''Boost'', ''Combat'', ''Grenade'', ''Precision Strike'', and ''Tactical''. 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. |
<!-- NOTE: This table will be much easier to read and edit if you copy & paste it to open it in an editor like Notepad with word wrapping turned off! --> | <!-- NOTE: This table will be much easier to read and edit if you copy & paste it to open it in an editor like Notepad with word wrapping turned off! --> | ||
{| cellpadding="2" cellspacing="0" style="font-size: 8pt; text-align: center; margin-left:auto; margin-right:auto" | {| cellpadding="2" cellspacing="0" style="font-size: 8pt; text-align: center; margin-left:auto; margin-right:auto" | ||
− | | 1 || || || || || ''[[Tactical Stance]]'' || ''[[Rapid Fire]]'' || || [[Explosive Grenade]] || || | + | |-valign=top |
+ | | '''1''' || || || || || ''[[Marksman#Tactical Stance|Tactical Stance]]'' || ''[[Marksman#Rapid Fire|Rapid Fire]]'' || || [[Marksman#Explosive Grenade|Explosive Grenade]] || || | ||
|- | |- | ||
| || || || || || ¦ || ¦ || || || || | | || || || || || ¦ || ¦ || || || || | ||
− | |- | + | |-valign=top |
− | | 5 || [[Ricochet]] || || ''[[Beacon]]'' || || ¦ || ¦ || ''[[Escape]]'' || || ''[[Napalm Strike]]'' || | + | | '''5''' || [[Marksman#Ricochet|Ricochet]] || || ''[[Marksman#Beacon|Beacon]]'' || || ¦ || ¦ || ''[[Marksman#Escape|Escape]]'' || || ''[[Marksman#Napalm Strike|Napalm Strike]]'' || |
|- | |- | ||
| || || || ¦ || || ¦ || ¦ || ¦ || || ¦ || | | || || || ¦ || || ¦ || ¦ || ¦ || || ¦ || | ||
− | |- | + | |-valign=top |
− | | 10 || || [[Dead Eye]] || ¦ || [[Sniper]] || [[Overshield]] (3) || ¦ || ¦ || ''[[Phase Grenade]]'' || ¦ || | + | | '''10''' || || [[Marksman#Dead Eye|Dead Eye]] || ¦ || [[Marksman#Sniper|Sniper]] || [[Marksman#Overshield|Overshield]] (3) || ¦ || ¦ || ''[[Marksman#Phase Grenade|Phase Grenade]]'' || ¦ || |
|- | |- | ||
| || || ¦ || ¦ || ¦ || ¦ || ¦ || ¦ || || ¦ || | | || || ¦ || ¦ || ¦ || ¦ || ¦ || ¦ || || ¦ || | ||
− | |- | + | |-valign=top |
− | | 15 || [[Reflected Shot]] || ¦ || [[Elemental Beacon]] (2) || ¦ || ¦ || [[Heightened Senses]] (3) || ¦ || || ''[[Smackdown]] (2)'' || | + | | '''15''' || [[Marksman#Reflected Shot|Reflected Shot]] || ¦ || [[Marksman#Elemental Beacon|Elemental Beacon]] (2) || ¦ || ¦ || [[Marksman#Heightened Senses|Heightened Senses]] (3) || ¦ || || ''[[Marksman#Smackdown|Smackdown]] (2)'' || |
|- | |- | ||
| || || ¦ || ¦ || ¦ || ¦ || ¦ || ¦ || || ¦ || | | || || ¦ || ¦ || ¦ || ¦ || ¦ || ¦ || || ¦ || | ||
− | |- | + | |-valign=top |
− | | 20 || || [[Hollow Points]] (2) || ¦ || ¦ || ¦ || ¦ || [[Escape Artist]] (2) || [[Toxic Grenade]] || ¦ || | + | | '''20''' || || [[Marksman#Hollow Points|Hollow Points]] (2) || ¦ || ¦ || ¦ || ¦ || [[Marksman#Escape Artist|Escape Artist]] (2) || [[Marksman#Toxic Grenade|Toxic Grenade]] || ¦ || |
|- | |- | ||
| || || || ¦ || ¦ || ¦ || ¦ || || || ¦ || | | || || || ¦ || ¦ || ¦ || ¦ || || || ¦ || | ||
− | |- | + | |-valign=top |
− | | 25 || [[Homing Shot]] || || ¦ || [[Master Sniper]] (3) || [[Elemental Visions]] (3) || [[Controlled Burst]] (3) || || || ''[[Shock And Awe]] (2)''|| | + | | '''25''' || [[Marksman#Homing Shot|Homing Shot]] || || ¦ || [[Marksman#Master Sniper|Master Sniper]] (3) || [[Marksman#Elemental Visions|Elemental Visions]] (3) || [[Marksman#Controlled Burst|Controlled Burst]] (3) || || || ''[[Marksman#Shock and Awe|Shock And Awe]] (2)''|| |
|- | |- | ||
| || || || ¦ || || || ¦ || || || || | | || || || ¦ || || || ¦ || || || || | ||
− | |- | + | |-valign=top |
− | | 30 || || || [[Multi Beacon]] (3) || || || [[Multishot]] (3) || || [[ | + | | '''30''' || || || [[Marksman#Multi Beacon|Multi Beacon]] (3) || || || [[Marksman#Multishot|Multishot]] (3) || || [[Marksman#Flashcrasher Grenade|Flashcrasher Grenade]] || || |
|- | |- | ||
| || || || || || || || || || || | | || || || || || || || || || || | ||
|} | |} | ||
+ | |||
+ | |||
+ | *[[Marksman skills]] | ||
+ | *[http://www.theamazonbasin.com/hgl/forums/index.php?showtopic=1526 Hardcore guide] | ||
+ | |||
+ | |||
+ | ;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. | ||
+ | |||
+ | *[[The Rainmaker]] | ||
+ | |||
+ | |||
+ | ;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. | ||
+ | |||
+ | *[[The Party-friendly Marksman]] | ||
+ | |} | ||
+ | |||
+ | |||
+ | ==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. | ||
+ | |||
+ | |||
+ | {{skillbar1 | ||
+ | |name=Tactical Stance | ||
+ | |groups=Tactical | ||
+ | |reqlevel=1 | ||
+ | |reqskill=none | ||
+ | |reqitem=Gun | ||
+ | |||
+ | |e1=Critical Chance increased by | ||
+ | |e1_1=5% | ||
+ | |e1_2=6% | ||
+ | |e1_3=7% | ||
+ | |e1_4=8% | ||
+ | |e1_5=9% | ||
+ | |e1_6=10% | ||
+ | |e1_7=11% | ||
+ | |e1_8=12% | ||
+ | |e1_9=13% | ||
+ | |e1_10=14% | ||
+ | }} | ||
<br> | <br> | ||
− | |||
− | [ | + | ===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 (Hellgate)|Hunter]] remains stationary while using this attack. Cannot be used while in [[Marksman#Tactical Stance|Tactical Stance]]. | ||
+ | *Rate of Use: every 10.0 seconds | ||
+ | *This skill increases the Rate of Fire by '''85 + 15 * SkillLevel''' percent. | ||
− | |||
− | + | {{skillbar1 | |
+ | |name=Rapid Fire | ||
+ | |groups=Tactical, Combat | ||
+ | |reqlevel=1 | ||
+ | |reqskill=none | ||
+ | |reqitem=Gun | ||
− | == | + | |e1=Rate of Fire increased by |
+ | |e1_1=100% | ||
+ | |e1_2=115% | ||
+ | |e1_3=130% | ||
+ | |e1_4=145% | ||
+ | |e1_5=160% | ||
+ | |e1_6=175% | ||
+ | |e1_7=190% | ||
+ | |e1_8=205% | ||
+ | |e1_9=220% | ||
+ | |e1_10=235% | ||
+ | }} | ||
+ | <br> | ||
− | [[Marksman | + | ===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 [[Marksman#Rapid Fire|Rapid Fire]] by '''60 + 15 * PlayerLevel''' percent. Damage formula is being worked on. The table gives level examples. | ||
− | |||
− | == | + | {{skillbar3 |
+ | |name=Explosive Grenade | ||
+ | |groups=Tactical, Grenade, Combat | ||
+ | |reqlevel=1 | ||
+ | |reqskill=none | ||
+ | |reqitem=none | ||
− | [ | + | |
+ | |e1=Fire damage range (level 10) | ||
+ | |e1_1=45-51 | ||
+ | |e1_2=57-63 | ||
+ | |e1_3=69-75 | ||
+ | |e1_4=81-87 | ||
+ | |e1_5=93-99 | ||
+ | |e1_6=105-111 | ||
+ | |e1_7=117-123 | ||
+ | |e1_8=129-135 | ||
+ | |e1_9=141-147 | ||
+ | |e1_10=153-159 | ||
+ | |||
+ | |||
+ | |e2=Fire damage range (level 20) | ||
+ | |e2_1=62-71 | ||
+ | |e2_2=74-83 | ||
+ | |e2_3=86-95 | ||
+ | |e2_4=98-107 | ||
+ | |e2_5=110-119 | ||
+ | |e2_6=122-131 | ||
+ | |e2_7=134-143 | ||
+ | |e2_8=146-155 | ||
+ | |e2_9=158-167 | ||
+ | |e2_10=170-179 | ||
+ | |||
+ | |||
+ | |e3=Fire damage range (level 30) | ||
+ | |e3_1=79-92 | ||
+ | |e3_2=91-104 | ||
+ | |e3_3=103-116 | ||
+ | |e3_4=115-128 | ||
+ | |e3_5=127-140 | ||
+ | |e3_6=139-152 | ||
+ | |e3_7=151-164 | ||
+ | |e3_8=163-176 | ||
+ | |e3_9=175-188 | ||
+ | |e3_10=187-200 | ||
+ | }} | ||
+ | <br> | ||
+ | |||
+ | ==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. | ||
+ | |||
+ | |||
+ | {{skillbar2-7 | ||
+ | |name=Ricochet | ||
+ | |groups=Boost | ||
+ | |reqlevel=5 | ||
+ | |reqskill=none | ||
+ | |reqitem=Gun | ||
+ | |||
+ | |e1=Chance to Activate on Critical Hit | ||
+ | |e1_1=40% | ||
+ | |e1_2=50% | ||
+ | |e1_3=60% | ||
+ | |e1_4=70% | ||
+ | |e1_5=80% | ||
+ | |e1_6=90% | ||
+ | |e1_7=100% | ||
+ | |||
+ | |e2=Duration (seconds) | ||
+ | |e2_1=3 | ||
+ | |e2_2=4 | ||
+ | |e2_3=5 | ||
+ | |e2_4=6 | ||
+ | |e2_5=7 | ||
+ | |e2_6=8 | ||
+ | |e2_7=9 | ||
+ | }} | ||
+ | <br> | ||
+ | |||
+ | ===Beacon=== | ||
+ | The [[Hunter (Hellgate)|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. | ||
+ | |||
+ | |||
+ | {{skillbar2 | ||
+ | |name=Beacon | ||
+ | |groups=Tactical | ||
+ | |reqlevel=5 | ||
+ | |reqskill=none | ||
+ | |reqitem=none | ||
+ | |||
+ | |e1=% Increased Damage | ||
+ | |e1_1=45% | ||
+ | |e1_2=50% | ||
+ | |e1_3=55% | ||
+ | |e1_4=60% | ||
+ | |e1_5=65% | ||
+ | |e1_6=70% | ||
+ | |e1_7=75% | ||
+ | |e1_8=80% | ||
+ | |e1_9=85% | ||
+ | |e1_10=90% | ||
+ | |||
+ | |e2=Duration (seconds) | ||
+ | |e2_1=5 | ||
+ | |e2_2=6 | ||
+ | |e2_3=7 | ||
+ | |e2_4=8 | ||
+ | |e2_5=9 | ||
+ | |e2_6=10 | ||
+ | |e2_7=11 | ||
+ | |e2_8=12 | ||
+ | |e2_9=13 | ||
+ | |e2_10=14 | ||
+ | }} | ||
+ | <br> | ||
+ | |||
+ | ===Escape=== | ||
+ | The [[Hunter (Hellgate)|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. | ||
+ | |||
+ | |||
+ | {{skillbar1 | ||
+ | |name=Escape | ||
+ | |groups=Tactical | ||
+ | |reqlevel=5 | ||
+ | |reqskill=none | ||
+ | |reqitem=none | ||
+ | |||
+ | |e1=Duration (seconds) | ||
+ | |e1_1=6 | ||
+ | |e1_2=7 | ||
+ | |e1_3=8 | ||
+ | |e1_4=9 | ||
+ | |e1_5=10 | ||
+ | |e1_6=N/A | ||
+ | |e1_7=N/A | ||
+ | |e1_8=N/A | ||
+ | |e1_9=N/A | ||
+ | |e1_10=N/A | ||
+ | }} | ||
+ | <br> | ||
+ | |||
+ | ===Napalm Strike=== | ||
+ | The [[Hunter (Hellgate)|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 | ||
+ | |||
+ | |||
+ | {{skillbar1 | ||
+ | |name=Napalm Strike | ||
+ | |groups=Tactical, Precision Strike, Combat | ||
+ | |reqlevel=5 | ||
+ | |reqskill=none | ||
+ | |reqitem=none | ||
+ | |||
+ | |e1=Fire Field Duration (seconds) | ||
+ | |e1_1=2 | ||
+ | |e1_2=3 | ||
+ | |e1_3=4 | ||
+ | |e1_4=5 | ||
+ | |e1_5=6 | ||
+ | |e1_6=7 | ||
+ | |e1_7=8 | ||
+ | |e1_8=N/A | ||
+ | |e1_9=N/A | ||
+ | |e1_10=N/A | ||
+ | }} | ||
+ | <br> | ||
+ | |||
+ | ==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. | ||
+ | |||
+ | |||
+ | {{skillbar2-7 | ||
+ | |name=Dead Eye | ||
+ | |groups= | ||
+ | |reqlevel=10 | ||
+ | |reqskill=none | ||
+ | |reqitem=Gun | ||
+ | |||
+ | |e1=Critical Chance Increased by | ||
+ | |e1_1=2% | ||
+ | |e1_2=3% | ||
+ | |e1_3=4% | ||
+ | |e1_4=5% | ||
+ | |e1_5=6% | ||
+ | |e1_6=7% | ||
+ | |e1_7=8% | ||
+ | |||
+ | |e2=Player Level Requirement | ||
+ | |e2_1=10 | ||
+ | |e2_2=15 | ||
+ | |e2_3=20 | ||
+ | |e2_4=25 | ||
+ | |e2_5=30 | ||
+ | |e2_6=35 | ||
+ | |e2_7=40 | ||
+ | }} | ||
+ | <br> | ||
+ | |||
+ | ===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. | ||
+ | |||
+ | |||
+ | {{skillbar3 | ||
+ | |name=Sniper | ||
+ | |groups=Tactical | ||
+ | |reqlevel=10 | ||
+ | |reqskill=none | ||
+ | |reqitem=Gun | ||
+ | |||
+ | |e1=Range Increased by | ||
+ | |e1_1=45% | ||
+ | |e1_2=50% | ||
+ | |e1_3=55% | ||
+ | |e1_4=60% | ||
+ | |e1_5=65% | ||
+ | |e1_6=70% | ||
+ | |e1_7=75% | ||
+ | |e1_8=80% | ||
+ | |e1_9=85% | ||
+ | |e1_10=90% | ||
+ | |||
+ | |e2=Missile Velocity Increased by | ||
+ | |e2_1=25% | ||
+ | |e2_2=30% | ||
+ | |e2_3=35% | ||
+ | |e2_4=40% | ||
+ | |e2_5=45% | ||
+ | |e2_6=50% | ||
+ | |e2_7=55% | ||
+ | |e2_8=60% | ||
+ | |e2_9=65% | ||
+ | |e2_10=70% | ||
+ | |||
+ | |e3=Firing Accuracy Increased by | ||
+ | |e3_1=50% | ||
+ | |e3_2=60% | ||
+ | |e3_3=70% | ||
+ | |e3_4=80% | ||
+ | |e3_5=90% | ||
+ | |e3_6=100% | ||
+ | |e3_7=110% | ||
+ | |e3_8=120% | ||
+ | |e3_9=130% | ||
+ | |e3_10=140% | ||
+ | }} | ||
+ | <br> | ||
+ | |||
+ | ===Overshield=== | ||
+ | Whenever the Marksman assumes a [[Marksman#Tactical Stance|Tactical Stance]], his armor automatically uses stored kinetic energy to greatly increase personal shielding. | ||
+ | *This skill increases the maximum shields by '''405 + 135 * SkillLevel'''. | ||
+ | |||
+ | |||
+ | {{skillbar1 | ||
+ | |name=Overshield | ||
+ | |groups=Tactical | ||
+ | |reqlevel=10 | ||
+ | |reqskill=none | ||
+ | |reqitem=none | ||
+ | |||
+ | |e1=Max shields increased by | ||
+ | |e1_1=540 | ||
+ | |e1_2=675 | ||
+ | |e1_3=810 | ||
+ | |e1_4=945 | ||
+ | |e1_5=1080 | ||
+ | |e1_6=1215 | ||
+ | |e1_7=1350 | ||
+ | |e1_8=1485 | ||
+ | |e1_9=1620 | ||
+ | |e1_10=1755 | ||
+ | }} | ||
+ | <br> | ||
+ | |||
+ | ===Phase Grenade=== | ||
+ | The [[Hunter (Hellgate)|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)'''. | ||
+ | |||
+ | |||
+ | {{skillbar1 | ||
+ | |name=Phase Grenade | ||
+ | |groups=Tactical, Grenade, Combat | ||
+ | |reqlevel=10 | ||
+ | |reqskill=none | ||
+ | |reqitem=none | ||
+ | |||
+ | |e1=Phase Time (seconds) | ||
+ | |e1_1=5 | ||
+ | |e1_2=6 | ||
+ | |e1_3=6 | ||
+ | |e1_4=7 | ||
+ | |e1_5=7 | ||
+ | |e1_6=8 | ||
+ | |e1_7=8 | ||
+ | |e1_8=9 | ||
+ | |e1_9=9 | ||
+ | |e1_10=10 | ||
+ | }} | ||
+ | <br> | ||
+ | |||
+ | ==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. | ||
+ | |||
+ | |||
+ | {{skillbar2-7 | ||
+ | |name=Reflected Shot | ||
+ | |groups=Boost | ||
+ | |reqlevel=15 | ||
+ | |reqskill=none | ||
+ | |reqitem=Gun | ||
+ | |||
+ | |e1=% Chance to Activate on Critical Hit | ||
+ | |e1_1=25% | ||
+ | |e1_2=30% | ||
+ | |e1_3=35% | ||
+ | |e1_4=40% | ||
+ | |e1_5=45% | ||
+ | |e1_6=50% | ||
+ | |e1_7=55% | ||
+ | |||
+ | |e2=Duration (seconds) | ||
+ | |e2_1=3 | ||
+ | |e2_2=4 | ||
+ | |e2_3=5 | ||
+ | |e2_4=6 | ||
+ | |e2_5=7 | ||
+ | |e2_6=8 | ||
+ | |e2_7=9 | ||
+ | }} | ||
+ | <br> | ||
+ | |||
+ | ===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'''. | ||
+ | |||
+ | |||
+ | {{skillbar1 | ||
+ | |name=Elemental Beacon | ||
+ | |groups=Tactical | ||
+ | |reqlevel=15 | ||
+ | |reqskill=Beacon | ||
+ | |reqitem=Gun | ||
+ | |||
+ | |e1=Target's Elemental Defenses Decreased by | ||
+ | |e1_1=206 | ||
+ | |e1_2= | ||
+ | |e1_3= | ||
+ | |e1_4= | ||
+ | |e1_5= | ||
+ | |e1_6= | ||
+ | |e1_7= | ||
+ | |e1_8= | ||
+ | |e1_9= | ||
+ | |e1_10= | ||
+ | }} | ||
+ | <br> | ||
+ | |||
+ | ===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 [[Marksman#Rapid Fire|Rapid Fire]] by '''8 * SkillLevel''' percent. | ||
+ | |||
+ | |||
+ | {{skillbar1 | ||
+ | |name=Heightened Senses | ||
+ | |groups=Tactical, Combat | ||
+ | |reqlevel=15 | ||
+ | |reqskill=Tactical Stance 3 | ||
+ | |reqitem=Gun | ||
+ | |||
+ | |e1=Rapid Fire damage increased by | ||
+ | |e1_1=8% | ||
+ | |e1_2=16% | ||
+ | |e1_3=24% | ||
+ | |e1_4=32% | ||
+ | |e1_5=40% | ||
+ | |e1_6=48% | ||
+ | |e1_7=56% | ||
+ | |e1_8=64% | ||
+ | |e1_9=72% | ||
+ | |e1_10=80% | ||
+ | }} | ||
+ | <br> | ||
+ | |||
+ | ===Smackdown=== | ||
+ | The [[Hunter (Hellgate)|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<br> | ||
+ | *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 | ||
+ | |||
+ | |||
+ | {{skillbar1 | ||
+ | |name=Smackdown | ||
+ | |groups=Tactical, Precision Strike, Combat | ||
+ | |reqlevel=15 | ||
+ | |reqskill=Napalm Strike 2 | ||
+ | |reqitem=none | ||
+ | |||
+ | |e1=Stun Duration (seconds) | ||
+ | |e1_1=3 | ||
+ | |e1_2=4 | ||
+ | |e1_3=5 | ||
+ | |e1_4=6 | ||
+ | |e1_5=7 | ||
+ | |e1_6=8 | ||
+ | |e1_7=9 | ||
+ | |e1_8=N/A | ||
+ | |e1_9=N/A | ||
+ | |e1_10=N/A | ||
+ | }} | ||
+ | <br> | ||
+ | |||
+ | ==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. | ||
+ | |||
+ | |||
+ | {{skillbar1-7 | ||
+ | |name=Hollow Points | ||
+ | |groups= | ||
+ | |reqlevel=15 | ||
+ | |reqskill=Dead Eye 2 | ||
+ | |reqitem=Gun | ||
+ | |||
+ | |e1=Critical Damage Increased by | ||
+ | |e1_1=20% | ||
+ | |e1_2=30% | ||
+ | |e1_3=40% | ||
+ | |e1_4=50% | ||
+ | |e1_5=60% | ||
+ | |e1_6=70% | ||
+ | |e1_7=80% | ||
+ | }} | ||
+ | <br> | ||
+ | |||
+ | ===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. | ||
+ | |||
+ | |||
+ | {{skillbar1 | ||
+ | |name=Escape Artist | ||
+ | |groups=Tactical | ||
+ | |reqlevel=20 | ||
+ | |reqskill=Escape 2 | ||
+ | |reqitem=none | ||
+ | |||
+ | |e1=Movement speed increased by | ||
+ | |e1_1=15% | ||
+ | |e1_2=15% | ||
+ | |e1_3=15% | ||
+ | |e1_4=15% | ||
+ | |e1_5=15% | ||
+ | |e1_6=N/A | ||
+ | |e1_7=N/A | ||
+ | |e1_8=N/A | ||
+ | |e1_9=N/A | ||
+ | |e1_10=N/A | ||
+ | }} | ||
+ | <br> | ||
+ | |||
+ | ===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)'''. | ||
+ | |||
+ | |||
+ | {{skillbar1 | ||
+ | |name=Toxic Grenade | ||
+ | |groups=Tactical, Grenade, Combat | ||
+ | |reqlevel=20 | ||
+ | |reqskill=none | ||
+ | |reqitem=none | ||
+ | |||
+ | |e1=Affected Radius (meters) | ||
+ | |e1_1=3 | ||
+ | |e1_2=4 | ||
+ | |e1_3=4 | ||
+ | |e1_4=5 | ||
+ | |e1_5=5 | ||
+ | |e1_6=6 | ||
+ | |e1_7=6 | ||
+ | |e1_8=7 | ||
+ | |e1_9=7 | ||
+ | |e1_10=8 | ||
+ | }} | ||
+ | <br> | ||
+ | |||
+ | ==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. | ||
+ | |||
+ | |||
+ | {{skillbar2-7 | ||
+ | |name=Homing Shot | ||
+ | |groups=Boost | ||
+ | |reqlevel=25 | ||
+ | |reqskill=none | ||
+ | |reqitem=Gun | ||
+ | |||
+ | |e1=Chance to Activate on Critical Hit | ||
+ | |e1_1=25% | ||
+ | |e1_2=30% | ||
+ | |e1_3=35% | ||
+ | |e1_4=40% | ||
+ | |e1_5=45% | ||
+ | |e1_6=50% | ||
+ | |e1_7=55% | ||
+ | |||
+ | |e2=Duration (seconds) | ||
+ | |e2_1=3 | ||
+ | |e2_2=4 | ||
+ | |e2_3=5 | ||
+ | |e2_4=6 | ||
+ | |e2_5=7 | ||
+ | |e2_6=8 | ||
+ | |e2_7=9 | ||
+ | }} | ||
+ | <br> | ||
+ | |||
+ | ===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. | ||
+ | |||
+ | |||
+ | {{skillbar1 | ||
+ | |name=Master Sniper | ||
+ | |groups=Tactical | ||
+ | |reqlevel=25 | ||
+ | |reqskill=Sniper 3 | ||
+ | |reqitem=Gun | ||
+ | |||
+ | |e1=Critical Damage Increased by | ||
+ | |e1_1=20% | ||
+ | |e1_2=40% | ||
+ | |e1_3=60% | ||
+ | |e1_4=80% | ||
+ | |e1_5=100% | ||
+ | |e1_6=120% | ||
+ | |e1_7=140% | ||
+ | |e1_8=160% | ||
+ | |e1_9=180% | ||
+ | |e1_10=200% | ||
+ | }} | ||
+ | <br> | ||
+ | |||
+ | ===Elemental Visions=== | ||
+ | While remaining still and focusing on a target, the Marksman scans for elemental weaknesses. Only active while in [[Marksman#Tactical Stance|Tactical Stance]]. Increases attack strength for Stun, Ignite, Shock, Phase, and Poison Attack strengths. | ||
+ | *This skill increases duration by '''15 * SkillLevel''' percent. | ||
+ | |||
+ | |||
+ | {{skillbar1 | ||
+ | |name=Elemental Visions | ||
+ | |groups=Tactical | ||
+ | |reqlevel=20 | ||
+ | |reqskill=Overshield 3 | ||
+ | |reqitem=Gun | ||
+ | |||
+ | |e1=Attack Strength Increased by | ||
+ | |e1_1=15% | ||
+ | |e1_2=30% | ||
+ | |e1_3=45% | ||
+ | |e1_4=60% | ||
+ | |e1_5=75% | ||
+ | |e1_6=90% | ||
+ | |e1_7=105% | ||
+ | |e1_8=120% | ||
+ | |e1_9=135% | ||
+ | |e1_10=150% | ||
+ | }} | ||
+ | <br> | ||
+ | |||
+ | ===Controlled Burst=== | ||
+ | The Marksman exercises control over the bursts of [[Marksman#Rapid Fire|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. | ||
+ | |||
+ | |||
+ | {{skillbar1 | ||
+ | |name=Controlled Burst | ||
+ | |groups=Tactical, Combat | ||
+ | |reqlevel=25 | ||
+ | |reqskill=Heightened Senses 3 | ||
+ | |reqitem=Gun | ||
+ | |||
+ | |e1=Use Rate increased by | ||
+ | |e1_1=25% | ||
+ | |e1_2=? | ||
+ | |e1_3=? | ||
+ | |e1_4=? | ||
+ | |e1_5=? | ||
+ | |e1_6=? | ||
+ | |e1_7=? | ||
+ | |e1_8=? | ||
+ | |e1_9=? | ||
+ | |e1_10=? | ||
+ | }} | ||
+ | <br> | ||
+ | |||
+ | ===Shock and Awe=== | ||
+ | The [[Hunter (Hellgate)|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. | ||
+ | |||
+ | |||
+ | {{skillbar1 | ||
+ | |name=Shock and Awe | ||
+ | |groups=Tactical, Precision Strike, Combat | ||
+ | |reqlevel=25 | ||
+ | |reqskill=Smackdown 2 | ||
+ | |reqitem=none | ||
+ | |||
+ | |e1=Electrical Damage per Second | ||
+ | |e1_1=? | ||
+ | |e1_2=? | ||
+ | |e1_3=? | ||
+ | |e1_4=? | ||
+ | |e1_5=? | ||
+ | |e1_6=? | ||
+ | |e1_7=? | ||
+ | |e1_8=? | ||
+ | |e1_9=? | ||
+ | |e1_10=? | ||
+ | }} | ||
+ | <br> | ||
+ | |||
+ | ==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. | ||
+ | |||
+ | |||
+ | {{skillbar3 | ||
+ | |name=Multi Beacon | ||
+ | |groups=Tactical | ||
+ | |reqlevel=25 | ||
+ | |reqskill=Elemental Beacon 3 | ||
+ | |reqitem=Gun | ||
+ | |||
+ | |e1=Affected Radius from Target (meters) | ||
+ | |e1_1=4 | ||
+ | |e1_2=5 | ||
+ | |e1_3=6 | ||
+ | |e1_4=7 | ||
+ | |e1_5=8 | ||
+ | |e1_6=9 | ||
+ | |e1_7=10 | ||
+ | |e1_8=11 | ||
+ | |e1_9=12 | ||
+ | |e1_10=13 | ||
+ | |||
+ | |e2=Increased Damage by | ||
+ | |e2_1=15% | ||
+ | |e2_2=20% | ||
+ | |e2_3=25% | ||
+ | |e2_4=30% | ||
+ | |e2_5=35% | ||
+ | |e2_6=40% | ||
+ | |e2_7=45% | ||
+ | |e2_8=50% | ||
+ | |e2_9=55% | ||
+ | |e2_10=60% | ||
+ | |||
+ | |e3=Duration (seconds) | ||
+ | |e3_1=5 | ||
+ | |e3_2=5 | ||
+ | |e3_3=6 | ||
+ | |e3_4=6 | ||
+ | |e3_5=7 | ||
+ | |e3_6=7 | ||
+ | |e3_7=8 | ||
+ | |e3_8=8 | ||
+ | |e3_9=9 | ||
+ | |e3_10=9 | ||
+ | }} | ||
+ | <br> | ||
+ | |||
+ | ===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. | ||
+ | |||
+ | |||
+ | {{skillbar1 | ||
+ | |name=Multishot | ||
+ | |groups=Boost | ||
+ | |reqlevel=30 | ||
+ | |reqskill=Controlled Burst 3 | ||
+ | |reqitem=Projectile-Based Gun | ||
+ | |||
+ | |e1=Duration (seconds) | ||
+ | |e1_1=4 | ||
+ | |e1_2=5 | ||
+ | |e1_3=6 | ||
+ | |e1_4=7 | ||
+ | |e1_5=8 | ||
+ | |e1_6=9 | ||
+ | |e1_7=10 | ||
+ | |e1_8=11 | ||
+ | |e1_9=12 | ||
+ | |e1_10=13 | ||
+ | }} | ||
+ | <br> | ||
+ | |||
+ | ===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 | ||
+ | |||
+ | |||
+ | {{skillbar1 | ||
+ | |name=Flashcrasher Grenade | ||
+ | |groups=Tactical, Grenade, Combat | ||
+ | |reqlevel=20 | ||
+ | |reqskill=none | ||
+ | |reqitem=none | ||
+ | |||
+ | |e1=Affected Radius (meters) | ||
+ | |e1_1=3 | ||
+ | |e1_2=4 | ||
+ | |e1_3=4 | ||
+ | |e1_4=5 | ||
+ | |e1_5=5 | ||
+ | |e1_6=6 | ||
+ | |e1_7=6 | ||
+ | |e1_8=7 | ||
+ | |e1_9=7 | ||
+ | |e1_10=8 | ||
+ | }} | ||
+ | <br> | ||
{{hglclassbar}} | {{hglclassbar}} | ||
+ | [[Category:Hellgate: London]] | ||
[[Category:Hellgate Classes]] | [[Category:Hellgate Classes]] |
Latest revision as of 13:33, 17 December 2013
The Marksman is a Hunter class specialized on ranged weaponry skills. The Marksman uses the following skill groups: Boost, Combat, Grenade, Precision Strike, and Tactical. 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.
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 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 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 will focus on Sniper Stance, Master Sniper, and most likely Dead-Eye and Hollowed Points to thin the Hordes of Hell from long range.
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 Boost 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 Boost 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 Boost 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 Boost 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 |