Apparently alot of people still have issues searching for musketeer discussion and indept guide line.
This will be serving as a indept guide to and general guideline that all new Musketeer will be interested on.
This include builds variant and STATS.
I will leave out skill builds for various reasons because it is debatable and spec to various liking.
This Variants and keywords requires Players at least investing abit on archer line before you understand
Before i start this will be the few key things that i must highlight.
- Musketeer sucks with auto weapon swapping.
- Musketeer is a Stand Alone Package Class as of R8
- Musketeer have a great burst of up to 3.4million currently attainable in 1 rotation
- Musketeer is costly but does not require as much funding as others to be decent
- Musketeer C2 skills are trash as of now
- One of the better single target Archer R7/R8 Class for now
- Musketeer CD rotation is 10 seconds after finishing upon last cast each
- Musketeer is a HIGH RISK/REWARD play-style centric class
- It have Rifles. ITS GUNS
Here are a list of Musketeer build Variants.
This is a general Guideline Variant with slight key description to how it is played.
Circle Variants
QS Variant Musketeer
A1 > QS 3 > A2/X > X > Musketeer 2
Where X can be Ranger, Archer, Rouge , Falconer For PVE and Scout for PVP more. Fill in accordingly to Circle limit.
This variant focus on Running shot, Caltrops. Pavise, Stone shot (great stone) that QS have ultimately this are utilities skills that is useful generally in pvp + pve
Do bear in mind we can skip QS orientated weapon later due to weapon swap lag sucks issue that is never fixed.
Running shot do have issue with Pings. It is a ping reliant skill
Ranger Variant Musketeer
A1> R3 > A2/X > X > Musketeer 2
Where X can be Archer, Rouge , Falconer For PVE and Scout for PVP more.
This build focus on having all boost utilities for Musketeer itself ( Steady aim + 20% damage add on to Butt stroke later (total 120%))
While filling in the CD of rotation with Barrage and Spiral arrow
Hunter Variant Musketeer
A2 > Hunter 2 > Hunter3/X > X > Musketeer 2
Where X can be Ranger, Archer, Rouge , Falconer For PVE and Scout for PVP more. Fill in accordingly to Circle limit spec.
Basically your companion Sniper. Honestly It is decent but with how IMC programs Pet AI.
It’s face palm try to avoid hunter 3 variant if you want less rage inducing issue now.
Sapper Variant Musketeer
A1 > A2/X> Sapper 3 > X > Musketeer 2
Where X can be Ranger, Archer, Rouge , Falconer For PVE and Scout for PVP more. Fill in accordingly to Circle limit spec.
Your Typical Trap master. It has a decent burst and works well in later of stage especially if paired with rouge/Falconer it do some neet work in the cooldown of your highest potential skills.
WuguShi Variant Musketeer
A2> R1/X > wugu1 > wugu2 > wugu3/X > Musketeer 2
Where X can be Ranger, Archer, Rouge , Falconer For PVE and Scout for PVP more. Fill in accordingly to circle level limit .
Basically Uguushi are physical damages mages with deployment debuff.
It is one of the highest damage over time.
While abusing Musketeer heavy burst that works well in this synergy.
The key issue is all poisons skill does not Crit and Musketeer favors Crit more. Which will have a stats mismatch thus needing high optimization to pull out for this build [/details]
Scout Variant Musketeer
A1 > A2 > X > Scout 3 > Musketeer 2
Where X can be Ranger, Archer
This is pretty much the bread and butter for Scout farmers who do not want a mergen path and The having a Musketeer path.
Do i need to explain more? Scout is a 1 circle for utilities or 3 invested for Split arrow.
Rouge Rainbow Variant Musketeer
A2 > R1 > X > Rouge > X > Musketeer 2
Where X can be Ranger, Archer, Rouge , Falconer For PVE and Scout for PVP more. Fill in accordingly to Circle limit spec.
Basically A Build that has rouge feint + barrage combo not losing too much on Ranger 2-3 (10%) steady aim can have scout cloak as well or falconer AOE.
This build focus is dependent on cards usage.
( Sneak Hit + Glass Mole/WW possible).
With this build you can spec higher Strength .
Archer Mechanics
With Build Variants On top
I will want to Cover some small Key points Regarding Archer Class itself.
This are more towards Archer Mechanics.
1.Full Draw is God Send it does triple damage when you Linked an enemy
Full Draw Mechanics
https://youtu.be/-8OTB_V_8IE[/details]
2.Archer Class Do gain Bonus Critical Rate with Level.
Formula for Bonus Critical rate with Level
3.Archer do gain Bonus Evasion to level.
Evasion Bonus
4.Archer Missile Types do have a penalty against Size.
Missile Penalty
5.Every Missile attack that hits the target will apply a debuff that reduce 10% defense. It will be caped up to 50% on a target (5 hits)
Other Skill Interaction Highlights
This part will highlight skill interaction combo for various classes before Musketeer. More will be added along hope i don’t miss too much out
Pavise + Tear Down
This can actually tear down building type structure like the orb on 290 dungeon Etc. For pvp it can tear down statues
Running Shot
It is basically a Tier 2 Buff Base on Basic attack. Swapping weapon will cost the buff’s damage to be decrease to it’s original. This applies to all QS series weapons
Kneeling Shot
With Kneeling shot Max on A3 you can hit Bosses out of aggro range and they will be stuck
Feint and Barrage
Double the Hits of Barrage on Point Blank 10 hits total
Circling
Even though AAR is reduce on Circling you still need to aim on the Center of Monster Mass inside the circling for Full Splash
Capture
Rouge capture is a little special and basically like it says capture almost all deployment skills and use it for later. That includes Circling and other people skills etc Frost cloud
Musketeer Skills and Skill Combo Rotations
Circle 1 Skills Listing
Covering Fire
Musketeer Bread and Butter 11 True multi-hit it is a must max skill. What is true Multi-hit. Basically it can deal more than 199k. True multi-hit have a 200k hit per cap so a 11 hit means it caps up at 2.2 million
[details=Head Shot]Musketeer second to max skill for now
Since it have a reload attribute that turns Head Shot into 2 True Multi-hit so it caps out at 400k. This is also extremely good in PVP for 2 shot KO.[/details]
Snipe
- Easiest to CAP max damage of 200k with not much Funds Invested. Basic 1 hit shot that flies straight directly.
- If you can Predict the movement of the player/mob and shoot on the point he will move towards. IT is lethal.
- Keyboard mode will have auto targeting but it is not reliable
Penetrating Fire
- Extremely hard to use.
- Decent Aoe.
- Hit ups to 4 hit on Boss targets.
- Shoots 1 straight line.
- Decent Only after upgrade of Rapid Fire Attributes at C2
Butt stroke
1 point just to use with C2 attributes debuff + 100% to gun damage
Circle 2 Skill Listing
Volley Fire
- 1 Pointer or 0.
*extremely crap now capping at 200k.
*Fake multi hit and needs 328m to max attributes.
*No % base skilling.
Bird Fall
- 1 Pointer or 0.
- extremely crap now capping at 200k.
- Fake multi hit and needs 328m to max attributes.
- No % base skilling.
- More damage to Flying Targets.
Combo Rotations
Since Butt stroke at C2 gives you 100% on all Guns damage.
It’s best to start off with it
AA >Butt stroke > Covering fire > head shot cancel > Snipe >head Shot > Pen Shot>
Reapply
Butt stroke > Fill in > Covering Fire > AA >head shot X2 > Fill in
After that it depends on your cd and your rotation “decision”
More importantly Pull as much covering fire as possible for highest Rotation.
STATS ALLOCATION WOOHOO
How do we allocate points?
Before we allocate points i have to highlight this as of now on ITOS
- There is news that STR, INT and SPR is getting a revamp but that is not known WHEN.
- STR sucks we all know only useful for special compositions and block pen.
- DEX is highly crucial for Musketeer
- CON is useless and HP can be obtain from Headgear,Gems and Transcend armor
- SPR is another pointless stat for Musketeer
- INT i don’t think magic Musketeer works as Cure scroll uses Physical damage for musketeer instead of magic LOL.
How much Critical Rate rate can we get from Gears and level?
[details=Gears]Max Peta > 14 dex (14 Crit rate)
Sissels > 37 Critical rate each , max of 2 equipped 74
Lolopanther Leather set > 46 Critical rate and 25 Dex (25 Crit rate)
Finisher ( Weapon) > 27 Crit rate
Emengard Musket (Weapon) > 15 Critical Rate + 35 Dex (35 Crit rate)
Green Gems > lv6.42 lv6.56 lv8.72 each
Most ideal set up for now is Lolopanther + 2 sissel + max peta + emengard musket
46 + 25 + 35 + 15 + 37 + 37 + 14 = 209
with just equipment alone.
If there are green gems add it in for more. (up to 3 slots)
Now why Crit?
As a musketeer. Half of your skills are 1 HIT HEAVY hitter missing a critical will render it as huge damage lost.
[details=Scenario Example] Snipe hits for 99k-130k alone on Critical. With butt stroke it will be cap.
If we do not strike a Critical it will be 1.5x less damage and white damge of Snipe is at 65k ~ 87k >>> double with butt stroke debuff >>> 130k~ 174k.
Basically a summarize version
Not striking a critical in your one high hitting damage skills results in a lost of 20k ~ 70k damage.[/details]
Special Conditions for Rouge Variant
[details=Sneak Hit]There is special application such as Rouge Sneak hit that adds 70%-90% critical chance regardless upon meeting condition.
As due to the fact it promotes conditional gaming. Some may like it some may not.
This comes into play of a debate where how much Critical rate do you want to get to compensate in case you screw up your positioning[/details]
The Ideal Stat allocation for General
For starters we will want to attain at least Optimally 630 Critical Rate Without Swift steps.
This will ensure we have at least 787 Critical Rate which is 100% on all non crit resist and 81% on 150 Crit resist.
With Chrono Quicken we will attain 100% critical rate regardless.
[details=Critical Rate Maths For General]To Hit 630 Crit rate by yourself. If we factor in Ideal Equipments and 0 Gems which is 209 crit rate.
We will need about 421 crit rate
As mention with level bonus for archers it gives of you up to 66
That means we infact need 421- 66 = 355 crit rate.
- Which sums up to 355 Dex. This sums up to a total of 270 Invested stats.
- With about 100 stats point to throw around.
- This 100 can go into strength for MAX MIN or con if you think you dislike seeing low HP at early.
Critical Rate Maths For Rouge
This is totally different as Sneak Hit adds flat 70% Crit rate to 90% at Rouge3.
That saying Rouge 1 with 70% as of current 330
Gear provides at least 209 and level bonus + base = 284
Swift step is 1.25x
Crit resist average up at 175 here at R8
All you need is reverse engineer it 30% = (Crit rate - 175)* 42 /330
you will need about total 410 Crit rate here.
Which is actually in base 328 Crit rate.
That means with Quicken you do not need additional Crit rate. But for general safety you will need at least 38 dex and you can throw the remainder all to full strength.
Remember this are Ideal stat allocation.
- It does not factor in play style and everything.
- As there are key issues as this actually DEPENDS on how much you want to throw in for Musketeers.
- Also forget about block pen it’s pretty pointless unless you want invest more than 500 strength which sucks for now.
Gems Choice and Cards
Red or Yellow or Green on Main weapon?
Rule of Thumb Optimal Crit rate first.
General Idea is Stacking Red is better for Musketeer with glass mole x8 pushing out the maximum.
If you prefer the general lazy style you can go 8 Ellaganos 80(dex)
with Yellow gems instead.
Green are only if you are special case such as Rouge who just need 1 slot for it to compensate 0 Dex added…
Basically Gem and Cards fix is mix and match base on your stats and circle chosen.
As for now Yellow gems are more stable in damage.
Red is totally for gamblers.
Red can win Yellow <-- this is totally dependent on RNG
This must be pair with Glass Mole.
but majority of the time Yellow does win Red on Optimal.
With this i End here. Feel free to post any question below or use this guide line.
The next post will have a compilation of variants on various gameplay.