I was thinking of making this build centered around QS3’s Running Shot supplemented by Musket’s burst with Archer C2’s lv.10 Multishot as filler.
I hope someone can answer my questions below:
1. Is Running Shot interrupted/cancelled when we cast/channel other skills?
I read not a long while ago that it doesn’t work in sync with SR’s Retreat Shot anymore.
Say I use Snipe or Headshot, will I keep shooting w/ Running Shot? How about w/ channeled skills like Multishot or Covering Fire?
Also, taking into consideration that the character auto-switches into musket to perform musket-only skills (but probably not an issue since people would use g. cross to cast Running Shot then switch to their main weapon/set).
2. Covering Fire or Penetration Shot (or a mix of both)?
Both takes 150% of base attack in the equation but P. Shot is miles better in terms of skill bonus damage even at lv.1. Covering Fire also appears to work similar to Multishot (which this build already have at a decent lv.10) so maybe it’s best to skip it? Or should I just get P. Shot at lv. 1 and C. Fire at lv.4?
I have my reasons for picking some of the other skills and setting them at specific levels. If you have questions/concerns regarding those as well, I’d be happy to state my reasons.
Thanks in advance!
p.s. Kneeling Shot is only for situational purposes despite being contradictory to my build. I never liked Heavy Shot; Oblique is best left at 1; and lv.4 Full Draw’s Skew is near 100% uptime w/ its 2 charges.
