Tree of Savior Forum

Questions about my PVP/PVE Kiting Musketeer Build

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.

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Running Shot is a buff that just increases your auto’s damage/attack speed - you have to be auto attacking so no you will not keep shooting while using snipe or headshot because you are not auto attacking. The only reason it worked with Retreat Shot was because Retreat Shot allowed auto attacking thus letting you auto (running shot) + retreat shot. Post-nerf auto attack cancels retreat shot.

No doing that is impractical UNLESS you’re switching over to use a bow on a flying monsters. Even GC will be BiS for running shot damage (until Didel) as long as you enhanced it high enough.

Covering Fire hands down. Penetration Shot is slow and unreliable multi hit - even more so when you’re going QS3 you’re better off just using autos. Even if it looks like it scales better than Covering Fire, Covering Fire is a multi hit hitting up to 10 times on a few mobs and also scales nicely with STR.

I’m not really sure why you’d put stone picking all the way up to lv9/11 with GC unless you’re planning it for PvP as well so that you don’t have to keep picking up stones cause they’re quite heavy. If so then go with it.

You should also get Lv1 Rapid Fire for it’s attribute. It works wonders as a boss opener especially if you’re going a high STR build and have decent crit rate, it’ll allow you to crit reliably for 9s.

Thanks for your answers man.

Yes, for PVP, but now that you said it I think it might be overkill since some Musket skills has stun chances too.

Didn’t know it works for bosses as well. Good to know.

Overall I’m disappointed knowing that Running Shot doesn’t work the way I thought it would (though yes that’d be borderline OP already XD).

Guess I’ll put this project on the side for now.

@Punkd - sorry to disturb you again but would love to hear your feedback on this Falcon-Cannon variant I came up with:

For QS, I’ve taken Lv.1 Rapid Fire as you’ve advised. I’ve also reduced Stone Picking to 5 and pumped Stone Shot to 13 (enough to make it 9secs from lv.11-12’s 8 secs).

My intention now is to make AA-ing with QS3’s running shot as a passive filler when everything else is on CD.

Thoughts?

up /20pickachuschuuuuuu

If you’re still going PvP build with this one I would highly suggest at least having 1 point into heavy shot in order to counter PD. Other than that everything is fine.

Heavy Shot’s knockback works against Safety Zone? I thought only AOE knockback/knockdowns would like Cata’s E.Wave or Falconer’s Pheasant.

Scratch that. Heavy Shot is for countering PD.

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