Tree of Savior Forum

Musketeer Builds! Let's Talk

Just a note.

If zou take archer 3, get falconer rank 1 in too.
Circling scales so nicely …

And it will make snipe hit multiple targets too.

Does anyone wanna fill in on Ranger C3 vs QS C3 for a Musketeer/Cannoneer build?

falconer with cannoner or musketeer because of ‘circling’ at PVE and ‘hovering’ at PVP.

well, your build is mainly for PVE. it is hard to survive in PVP without a scout slotted at your class.

scroll up please. i already elaborated at post 23.

That doesn’t really explain the difference or real pro’s/con’s between Ranger and QS

The way I see it Ranger is more mana intensive but perhaps pot chugging isn’t an issue at high levels?

The initial damage in PvP will be from high alpha strikes from Musketeer’s or Cannoneer’s abilities, between those Spiral Arrow is likely gonna produce a higher burst damage than Running Shot, at least in the case of the Cannoneer (only 5 sec CD on cannon shot).

Running shot might produce an overall sustained damage but despite the ability to run and shoot it will be in practice difficult to stay on target for an extended period of time.

Ranger also provides steady aim, which is tedious to use but would boost up the alpha strike of snipe or cannonblast + successive skill used (headshot or cannon shot). If anyone’s ever played Vanilla WoW steady aim essentially equals a 25 sec CD arcane power + trinket, which is pretty insane.

I have no idea if you can share steady aim using spiritual chain but that could be potentially devastating in PvP.

It’s possible to go c3 ranger, c1 scout, c1 rogue + musketeer/cannoneer and activate sneak hit, steady aim and cloaking —> run up to one or multiple opponents and then snipe or cannonblast and follow up with that second skill. It should kill most players outright if you hit them from behind for a near guaranteed crit.

  • Not saying QS isn’t the way to go though, just saying I’m giving ranger some serious consideration as well for PvP. In PvE it seems to me like QS is better, at least late game.

for me, i will prefer explore under ranger path. first, steady aim damage+45% (lv15) is a good multiplier for all the time (regardless now or then). for current stage between 200-280, QS’s running shot will still do good damage. but then monster DEF and HP will get higher when higher level maps come next, situation may change.

speaking about AOE attack wise, ranger does better job. but QS kills fast one by one too, with trap blocking/slowing down the mobs that needs no AOE ability at all.

but these are not main causes that most people are worrying about. now musketeer snipe power is what mainly people looking at. the AOE of snipe skill and the critical rate + critical attack of snipe skill. falconer class is then needed for AOE purpose. DEX stats and critical rate items/gems are then brought into public attention.

Except that running shot adds damage as well.

“Additional Damage: 200%”
Unless they removed that or something.

Running Shot only effect auto attack

and most of the folks run around with

like frould saying, it only affected to auto attack. i don’t mean it is bad, that’s why a lot debate between QS c3 and ranger c3. its all player preference.

so for a1>qs3>a3>m build (PvE focusing) what is the best distribution of stats: 4str-1dex, 5str-1dex, or something else?

I’m not focusing my build in PvP, but in Guild Wars and High End dungeons to drop items for GvG.
This build is like a Static Carry from MOBAs, don’t burst but have constancy to be top damage in 25~30 secs of fight.

Musketeers+Scout+Ranger are like 1 trick magicians, if your first burst get stopped you become totally exposed until cloacking’s CD back.

That’s not what I’m talking about, lol.

You said, “they’re actually different buffs. qs buff is to add speed of attack, ranger buff is to add damage of attack”.

QS buff don’t just add attack speed. It also adds 200% damage. It’s auto attack only? I don’t care. Tell the whole info to the guy. Don’t give out half the info only. That’s crazy.

This is what you should’ve said. “they’re actually different buffs. qs buff is to add 30% attack speed and 200% auto attack damage, ranger buff is to add (x)% of damage.” Come on.

How are Covering Fire and Penetration Shot as AoEs?

there’s a video of that build here, doing the 217 dungeon. http://www.youtube.com/watch?v=kjS3EKuQqNo&ab_channel=홍보빈

That build seems very PvP centric, you probably have better alternatives for PvE, as you have 0 AoEs with it. About skills, Full draw makes things better early on as it deals more damage to leather enemies, so getting 1 point into it is nice. Twin arrows have 5 Overheat and a very low cooldown iirc, don’t know how good is that at that point. I’d also get one point in all of the four Musketeer damaging skills, then invest in each one from there.

Also don’t even bother with SPR, just buy alch potions. Con would do you better than SPR

Full Draw also works quite like joint penalty.If you have a skill both snared targets would reproduce the effect<- dunno if still holds true,it did in iCBT2

Example: If 2 targets are linked by Full Draw and you hit one with oblique shot the second would receive a second oblique shot,so there are two secondary arrows going fro mone to the other.

I did not reach ranks in those classes but i think Scout Split Arrow and Fletcher’s Crossfire would do the same.Aswell as Time bomb arrow,bounce shot,collar bomb,etc.

musketeer snipe skill got nerfed at AOE attack today :confused:

Does Circling still work with the other Musketeer skills? Or is that build just completely dead now?

They nerfed just aoe range of snipe (now it’s same size as sight). You still can AOE with snipe, but mobs should be togehter in size of sight.

To be fair I’ve seen circling+snipe hit like 30+ mobs at a time. It was getting kind of ridiculous.

Now you can only get what’s in your crosshair, so it was a good balance fix.

Basically,you need Hangman’s Knot to make it crazy broken again