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View Full Version : My Perfect Marksman Skill Set-up


zoner7
Monday, July 2, 2007, 12:01 AM
I know that the Marksman tree has not been released yet, but it will be released in a few hours, so i thought that I would post my perfect skill set-up. While glancing over the tree I could already find myself saying, "oooo, this looks good" and "this would work well with that other skill." So I've come up with my perfect marksman build.

Richochet: 5 points (passive) (To receive extra effects from critical hits.)
Reflected Shot: 5 points (passive) (To receive extra effects from critical hits.)
Dead Eye: 3 points (passive) (To increase my critical hit.)
Elemental Beacon: 5 points (I believe this will work on a timer after using the skill). (to lower enemies resistances to elements.)
Elemental vision: 5 points (to increase my elemental attacks.)
Escape: 1 (to escape tough situations.)
Tactical Stance: 5 (because it raises critical hit, and I think it would allow me to use elemental vision. It looks like this elemental vision can only be used while in tactical stance.)

(I suspect Hollow points to be another passive skills. Fuck, I love this character with all his passive skills. I can imagine I will get this one as well. And who knows, the sniper stance might be more effective than the tactical stance for my purposes. Things could easily change.)

I noticed that many of the passive skills are very effective if the character is achieving numerous critical hits. So I am hoping to maximize my chances of achieving a critical hit to utilize a variety of other skills as a result. All of this would be pretty passive.

I can see my character frequently using a stance that enhances critical hit, almost constantly. Tactical looks like it will be the most effective more this strategy, because it raises critical hit. In addition, I think it might be necessary to use elemental vision.

While in a stance, I would use Elemental Beacon to lower the enemies' elemental defense.
I could then use elemental vision to increase my own elemental attack power. (my character would use equipment that boosted elemental damage, so that these skills could be effective.)

Finally, I would use a skill like multi-shot to unload on my enemies. All the while critical hits and ricochet skills would be working their magic.

That is a pretty basic build based on what we know. A lot of this is variable, because we don't know how the skills will work and how many our characters will be able to use concurrently. But the idea is that you understand what my build is.

Tell me what you think.

PilotMadnick
Monday, July 2, 2007, 01:16 AM
May i use your build? It was a great one, also passive abilities are my favourites

Son_of_Kali
Monday, July 2, 2007, 04:01 AM
Can't wait to see the tree. Seems like an interesting build, but then again, I'm waiting on the tree. ^_^

Silentblade08
Monday, July 2, 2007, 04:07 AM
Looks like you're an uber boss already?

Paek
Monday, July 2, 2007, 06:43 AM
Doubtful, he lacks any "OH SHIT" abilities to get him out of trouble. Thats what they active abilities are useful for.

PilotMadnick
Monday, July 2, 2007, 09:19 AM
True, but i think he might be in parties online and stay back most of the time, thats why he uses most passive ones

zoner7
Monday, July 2, 2007, 11:24 AM
Can't wait to see the tree. Seems like an interesting build, but then again, I'm waiting on the tree. ^_^

The tree is available and has been available for a for hours now. Just go into KK's Blademaster thread, open up that link, then click on Marksman.

I was more thinking that my guy wouldn't be getting into trouble in the first place. Who knows. With this I'd have lots of points to spare, so things can always change.

Sinick
Thursday, July 5, 2007, 09:21 AM
5/5 Ricochet (35% effect on crit)
5/5 Reflected Shots (35% effect on crit)
3/3 Deadeye (Crit)
8/8 Tactical Stance (Crit + accuracy + range + less travel time on projectiles)
5/5 Flashcrasher Grenade (Stun)
6/6 Breath of Meditation (Self heal (lol))
3/3 Beacon (Extra damage)
5/5 Rapid Fire (More chances to crit in the same amount of time)
2/? Homing Shot (Pre-requisite for Multishot)
4/4 Multishot (Conjuction with Rapid fire for ridiculous ammo discharge)
1/5 Escape (One point wonder, imo)

Total Points: 47/65?
Things to think about:
- Controlled bursts sounds like it will help maintain accuracy while rapid fire is going off. This will make a Multishot + Rapid Fire combo incredibly more powerful (Though even if the aim is terrible, as long as ricochet can proc without having to hit an enemy first, then aim is almost irrelevant).

- Heightened Senses

- Hollow Points (From wikipedia: A hollow point, also called a hollow tip, is a bullet that has a pit, or hollowed out shape, in its tip, generally intended to cause the bullet to expand upon entering a target in order to decrease penetration and disrupt more tissue as it travels through the target. As a side effect, hollow point bullets can offer improved accuracy by shifting the center of gravity of the bullet rearwards.)

Well decreased penetration = bad (Ricochet and reflected shots would become less useful), but +damage = good. Sounds like a good skill to take if it's similar to the real-life counterpart (And I doubt it will actually lower the piercing "rating" of a bullet if there even is such a thing).

Elemental skills? In case of physically immune mobs - a few points into elemental vision or other elemental skill could prove to be useful.

EDIT: On second thought, maybe only 1/4 on multishot depending on where you want to put points elsewhere. Rapid fire is only 3 seconds long, and it doesn't look like that will increase with high ranks. Similarly, the first rank of multishot lasts for four seconds - and it doesn't look like multishot will shoot out more than 2 projectiles at the same time with higher ranks. Also, it depends on the cooldown for both skills, but one point into multishot will probably be sufficient for an effective combo. This leaves more points left over for some elemental skills.

Seabass
Sunday, July 22, 2007, 11:35 PM
I'm sorry, but is there a place I can view the tree, or is it some "alpha only NDA restricted" thing? I'm big on planning every aspect of my characters I can before hand, and even if things are subject to change, it'll give me an idea on how the marksman class will function and what their role in a group will be. Additionally, I hope to make either some extremely useful builds, or go and make the "out of the norm but still kool" builds, like a melee sorc in D2 or melee hunter in WoW (although melee hunters are laughable :rolleyes: ).

EDIT: Just looked up a few posts and found directions to the tree lol. Sorry.
EDIT2: Am I missing the thread, or did it get deleted? Been gone too long and missed out on all the "juicy tidbits".

Crackseed
Monday, July 23, 2007, 02:17 PM
I've been starting to kick around with builds too, but since there's still a few skills w/o much info, I keep stalling wanting to know what those do xD

Schkoap
Thursday, August 2, 2007, 07:26 AM
I think It's hard to Post the perfect marksman here at this time and that for various reasons:

1/ chances are it'll all turn out the same way like in D2.

for example: the hammerdin

that dude had certain skills boosted to the max (like concentration and hammering etc...) and only 1 point invested in other skills (just enough to make the following skill active). the hammerdin also had certain loot (Enigma, Hoto, Shako etc...).
So the perfect hammerdin had the necessary loot and was skilled correctly (no skillpoint-loss [the difference between noobs and pro's ;-)])

what I'm trying to say here is that it could be that if you play the marksman:

The perfect marksman should need those weapons and has to be skilled in that way and none other or he'll be a noob!!!

Assume it'll be like this:

2/ You don't know all the marksman's skills right now ( heightened sense, master sniper...) and what they'll do in play (in interaction with a certain weapon vs a certain monster) because you have lack of experience.

3/ You don't know the effect of the weapons in play (good vs this, bad vs that) and their mods (ammoclips, relics...) As you all probably heard or read there are hundreds of different weapons and clips etc... so wich is the best weapon for the marksman and with what ammoclips and relics...

4/ I geuss there could/will be certain builds for the marksman (like there were several build for the paladin or Amazon (Javazon, bowazon)) each with their own best skilled tree! IF so...

We'll spend quite a time playing/trying out all the factions and sub-classes :D


Otherwise,
it's still difficult to tell as I've mentioned before we have lack of experience here.

I hope it won't work that way, described above, like it did in D2.

(some may know how hard it was to get your hands on enigma or build one your own)

Some other thing I'd like to know is how much skillpoints you'll get when you have reached max. lvl (100 like in D2?) than it's obvious you have to choose what sort of Marksman you want to make.
I hope it'll be just the way you can boost all the skills in the tree in time!!!!
There won't be any trouble anymore to make the perfect Marksman.
Than you'll probably only have to find the best weapon (some nice ammo- relic- rocket- ....- clipped GRIZZLY RIFLE :-p) than...but like some guy said: There are hundreds of weapons...

thanks and take care

Sinick
Monday, August 6, 2007, 01:00 PM
Sure we don't know what all the skills are, but imo it's still very easy to look at the skill tree and see skills that are going to be useful or fulfill a certain play style right off the bat. I don't need to know what kind of weapons there are to know that Escape Artist is almost definitely going to be a one point wonder at the very least. It's also possible to see the synergies skills have with one another. It doesn't really matter what weapon I'm using - increased crit chance + skills that proc on crits + rate of fire to have more crits in same amount of time + etc etc, is a build that immediately screams "Hey, we're a great combo."

playtoy
Monday, August 6, 2007, 09:40 PM
Passive skills own.

ru4rly
Tuesday, August 7, 2007, 01:45 PM
at first the obvious to me was the tactical stance with all that crit. stuff. but now i'm thinking of leaning towards snipe with calldowns for insane damage. To be unique =) i need to look over the skills again though.

Yup, the calldown that stuns, then snipe em. If they get too close, bust out the stun nade and rapid fire. Oh, and that beam that weakens enemies first. if i have the skills.