.~* Marksman Guide *~.
First of all, this guide is intended to guide you, it’s not a definite structure that you should stick to at any cost, what follows are mere guidelines. Also, among a few things you’ll need to understand that this is not the only viable marksman build (but, in my opinion it’s the best all-round build there is), there are also striker, sniper, grenadier and various other builds around, this is a run and gun build. Also, this guide does not teach you how to level your marksman, this is meant to guide you trough the endgame content FSS offers you at the moment, and to help you maximise your marksman’s efficiency. Finally, this guide is meant for PvE, I know jack about PvP (and who does, the system will most likely be completely different from the PvP we know today once the PvP 2.1 patch is released).This guide offers you detailed comparison and guidance when choosing between different weapons, mods, armours and builds. That’s all there is to it. Enjoy.
Table of contents:
1) Why should I play a marksman? * Pro’s/con’s.
* Why play the kind of marksman you propose?
2) Ok, so how do I build my marksman? * Skills.
* Stats.
* Expertises.
* Items.
* Armor.
* Weapons.
* Mods.
* Conclusion/goals.
3) How do I play my marksman? * General strategy tips.
* Potential problems and how to counter them.
4) Advanced * Caste modding and maths.
* General maths.
* Critical damage and elemental damage mechanics.
Abbreviations:*MM - Marksman
*AA - + All attributes
*MS – Multishot
*Hu’s – Hu’s hypershot
*Lee’s – Lee’s lightlance
*critdmg – critical damage %
*critchance – critical chance %
.~* 1) Why should I play a marksman?Well, first of all, a marksman is a very good solo play character, and while online group play sure is a lot of fun, you will spend a lot of time by yourself. Farming, xp-ing, soloing cool stuff other classes can just dream about. That’s right; the marksman is the soloer’s dream, capable of killing everything at an incredible pace. The marksman arguably has the highest damage output of all classes, and while survivability may not be quite that of a guardian's, the marksman has a couple of tricks up his sleeve to avoid getting killed. Let’s break it down:
Pros:
• Extremely high damage.
• Very long range, 25-40 (or even 60) meters.
Those are the main pros of a marksman; sure, there are others, such as intense, fast game play a health injector-chugging blade master can only dream about, well, at the moment. In short, a marksman is an unstoppable machine of long range high damage, the only thing a marksman stops to do is looting. So, what are the drawbacks?
Cons:
• Relatively low survivability
• Low fuckup tolerance
• Relatively expensive gear
Yes, for first timers, you probably won’t like the cost of some of the gear I will be proposing. Marksmen are very popular to play, and while there sure are a lot of gear options, the more popular ones will cost you. More on that later. Also, since a marksman rather squishy; you will have relatively low damage reduction, hp, and special effects defence ratings, you will die a lot if you don’t play your cards right. Fortunately, playing your cards right isn’t all that hard. More on that in section 3.
.~* 2) Ok, so how do I build my marksman?First of all, there are skills; there are various opinions on how your 49 skill points should be distributed. Since this is not a grenadier, striker or sniper guide, I will not walk you trough the skills that could be interesting for such builds. You’ll just have to do with what’s offered here; a detailed description of the skills that are/could be interesting for a run’n’gun build. Down to buissiness.
Skills:Munitions skills; Rebounder rounds, ravager rounds and concussion rounds.
Rebounder rounds seem to work a bit differently then what’s stated in the tool tip, they don’t seem to ricochet of surfaces if they hit it at an angle over 45°, or at least the chance to ricochet seems to be a lot higher if you shoot it at a favourable angle. You can easily test this yourself with a sniper rifle against the floor, try shooting the floor at different angles and see if the shot reflects onto the wall, you’ll see that I’m right. This might be a graphic bug, but it seems that is not the case, don’t quote me on this though. Either way, rebounder rounds are not as useful as they once where, the times when they combined with rapid fire and multishot filled an entire room with death are over. Still, it’s nice to have maybe a few points in it for the ability to sometimes reflect on thin air (!), effectively increasing the range of your weapon. If you shoot a bullet, hitting a “target at a 0° angle, it will not avert from its projectile path, right? People who have played marksmen a lot have probably noticed that they can shoot at targets that are further away then their max range, and still hit, without letting it bounce there on surfaces. It doesn’t seem to double your range though, the ricocheted projectiles range seems to be cut in about half, leaving a gun with 20m range a chance equal to the chance to ricochet to shoot the projectile about 30 meters. Again, don’t quote me on this, this is my own experience (and I have a lot) with the marksman’s abilities, and is in no way an absolute truth.
Second, we have ravager rounds. These are just awesome, and unlike the rebounders they seem to “reflect” at any angle. This skill is a must have, max it.
Concussive rounds are sort of useless. In theory, they could be good to stop hordes of demons from approaching your relatively unprotected body, but then again, so could a stun gun, and with much greater efficiency. Don’t put any points here.
Dead eye:
This is a must have skill, no marksman could ever be without it. You’ll understand just how imperative this is when we go on comparing different weapons with different critchances, and see the final damage output. Max this.
Weapon master:
This is a heavily undervalued skill, in fact, it will increase your damage by a ton, and is nearly as important for this build as dead eye, you will max this to, of course.
Multishot:
The core of marksman burst damage. Facing a boss? A pack of rare monsters, or anything else that has a lot of hp? You need to take it down quickly, or maybe you just want to show off your insane damage capacity when taking out a group of zombies, well, this is one of the most important skills in a marksman’s arsenal. What it does is this; it makes every shot you fire split into three shots, the additional two taking slightly averted paths from the first (but not anywhere near the missile spread your cursor aim seems to state). Basically, you deal triple damage for 13 seconds, on a 30 second cooldown. How cool is that? Max it of course.
Rapid fire tree; rapid fire, heightened senses and controlled burst.
This used to be a very cool tree, giving you a tool for dishing out massive bursts of damage. However, as it no longer stacks with multishot, the cons outweigh the pros. Also, its highly unsuitable for a run’n’gun build, as being rooted for three seconds rhymes poorly with the goal to keep moving forward constantly. Anyway, what the tree offers if maxed out is this; 235% higher rate of fire (slightly higher damage output then multishot), the ability to use rapid fire whenever you want, and 90% increased damage per shot. While this may sound great, in my opinion, it really isn’t. The 90% damage increase counts as any damage multiplier, meaning its additive with your critical damage multipliers, in short, this skill does not increase your damage by 90%. The real number with decent gear is probably closer to 15%, I’ve done a series of calculations on this with different crit/critdmg ratios, but I won’t bother presenting them here and now, you’ll have to trust me on this one. The two real cons are the rooting, and the amount of skill points you have to invest to reach desirable results. To get the 235% rate of fire boost, you need 10 skill points, then an additional 10 to increase damage, and at least 5-6 to be able to use it at any time. At the least we are looking at 10 skill points for this skill to be worth our while. The problem is we don’t have 10 skill points. Don’t put any points here, it might be tempting to get rapid fire when lvling, but you will regret that later on, trust me.
Stances; Tactical stance, overshield and elemental vision.
Tactical stance is a very nice skill, it decreases missile spread, good for weapons such as Nikola’s polyphase rifle, Hu’s hypershot and many others. It increases missile velocity, utterly useful as the weapons we’ll be using if following this guide are not firing projectiles in that sense. The extra range is always welcome, and so is the increased weapon accuracy. So, why is this skill, and subsequent skills, utter crap? Well, first of all, the payoff per point is horrible, tactical stance gives you 5% increased damage per point invested, as it’s yet another multiplier among multipliers, it’s additive, and thus a lot less efficient as your critchances goes up (and it will go way up).
Overshield offers a shield boost, but then again, a marksman shouldn’t get hit, if he gets hit a lot he’s done something wrong. This is an incentive to play your cards wrong, believe me, you’re not John Rambo, if you take a few bullets or demon claws punched trough your eye sockets, you will die. With or without the potential 4130 extra shields you get from it.
Elemental vision may look tempting, but this build is not about special effects. This build is about raw damage, and while special effects might be a nice bonus, it’s not something you should sink six points in required skills just to get. If you want to use this skill efficiently you’d need to max it, leaving you with a bill of 16 skill points. As in the case of the rapid fire tree, these are not 16 skill points you’ve got to waste. Do not spend any points here, after all, you get a point in tactical stance for free. Be happy with that instead of grieving over trashed skill points later on.
Phase grenade:
Yes, I said we wouldn’t talk about grenades here, but this is the one grenade you should at least consider. Personally, I find it rather nice. It’s like a one point multi beacon with a lower cooldown, lower power cost and that also deals damage. Did I mention it also debilitates your enemies, making them deal half their normal damage?
Beacons and phase effects are not like regular damage multipliers, as they don’t multiply the damage you deal, but the damage the target receives. With just one point you will have a grenade that sticks to whatever monster or surface you hit with it, and detonates with a phase strength of 2106 after one second. Also, it deals roughly the damage of a mid-level sniper rifle, probably killing low health monsters such as zombies or fellborns. A one point wonder, if you can handle the extra power drain while using this a lot (not very hard, bring power packs, should cover all your power needs), I’d say go for it. An important note, however, is that for this to work the way it should, you need to have at least some shield penetration on your armour. The special effect phase will not apply if you don’t deal damage to a monsters hit points, and monsters with heavy shields will thus nullify the most important effect of this wonderful pocket-size bomb. Shield penetration on your weapon, or mods, will not work.
Escape and escape artist.
Escape is another one point wonder, it will get you out of tricky situations when you need it the most, just make sure you’re not electrified. Escape artist is not worth sinking points into. The only use I had from it when I got it from a weapon was the extra run speed when transporting myself over large instances. Funky, but not worth any points. However, spending one point in escape is absolutely imperative for your survivability. Sometimes there’s no way of escaping rough situations trough careful planning and a good sense of impending risk, such as being surrounded by freshly spawned fellbores, or how about some plague heralds surrounding you? Simple, press your escape hotkey and get some distance, fire up multishot and take out the bastards. This one point will save you more often then health injectors.
Beacons; Beacon, elemental beacon and multi beacon.
Beacon, mm. Beacon is good, it increases the damage a target takes by 84% when maxed, it is usable almost instantly after you placed one, and it’s power cost is very humane. There are no real drawbacks, except that it can be tedious to beacon every target you see. The solution is simple; don’t. Use beacon where it’s needed, I mean, there’s no need to place a beacon on a fellbore that’s bound to die in 0.5 seconds anyway, put it on the archfiend instead, don’t worry yourself to much about low health un-beaconed targets.
Elemental beacon could be nice, but then again, we are not in this for the special effects. They are a bonus, that’s all.
Multi beacon – this is where views part. Some consider multi beacon a great skill, after all, it makes those pesky zombies die twice as fast, others claim it’s a waste of power, time, and if your computer is over a year old, your cpu. It sure has potential, but then there are the problems with points again. Let’s compare it to beacon. It has a 12 second cool down, compared to beacon’s two. It costs twice as much power, and it’s only 60% increased damage when maxed, compared to 84% from beacon. Also, points, points and points. You could max both, but that’d cost you 23 points. You could max only multi beacon, but even so it would cost you 15 points since three elemental beacon and two beacon are required to even get that first point of multi beacon. Points are not something we got extras of, so let’s forget about multi beacon. If you want a “beacon” for crowds, try reading my notes on phase grenade again.
Max beacon, forget about the others.
Well, that should cover the skills. Seems like we’ll end up with something like this:
http://hellgate.ingame.de/charplanner/marksman/?l=50&aa=0&a=00000000&s=0003a010701a00070000000a000What we have here is a rather solid run’n’gun build. It will deal massive damage just from pointing your crosshair in the targets direction and clicking that left mouse-button of yours, and if that’s not enough, you could always pop multishot and give the annoying foe a nice beacon to seal it’s funeral.
Stats:Well, as you know, there are four stats. Accuracy, strength, stamina and willpower. For a marksman like this, we are going to aim for the highest possible damage. For that, accuracy is our best friend, every point in accuracy increases critical damage by 2%, so we want a lot of accuracy.
Strength is nice for being able to wear heavier armour, further protecting our oh so fragile bodies, but don’t stress yourself about it putting points here. You’ll get most of the strength you need from +AA stats on gear. If you need more, you need to find lighter armour.
Stamina is always a nice bonus, but the best defence is a good offence, at least in the case of marksmen. More hp is nice, but consider it a bonus rather than a goal. This is a matter of preference though.
Willpower is something you only place points in to meet the feed requirements that should be rather low. Most your willpower feed will come from gear, the mods in your weapons should mainly be accuracy based, we’ll talk more about that later.
As for my build, I got feeds like this:
260 accuracy
105 strength
210 stamina
155 willpower
While there’s going to be a stat refund vendor in the next patch, I would be very careful about investing heavily in willpower. You have no idea how much it will cost you to make up for that when your gear evolves into a more crit/critdmg focused setup.
Expertises:This is an new area, and there are many ideas on what’s optimal for a marksman. Again, it’s mostly a matter of preference. We can rule out a few though:
Tranquillity: 480+ power regeneration/minute - well, power is NOT an issue for marksmen, if we need extra power we can just chug a power pack. I have a stack of power packs packed in my inventory for every trip, but more out of habit then need, I rarely use them.
Impunity: Shield regeneration. I don’t even know the max of this stat, but it seems so ridiculously useless from the base numbers of it, that it shouldn’t even be considered. When in the heat of battle, shield regeneration pauses whenever you take damage anyway, and even if you shouldn’t take heavy damage, you will take some minor hits now and then, preventing your shield from regenerating. A +150% (I don’t know the numbers, but whatever) improvement of 0 is still a final 0 shield regeneration. The only thing this could possibly do is cutting your downtime between fights, if you’re the type that don’t want to run in without full shield and hp. Don’t forget, we are supposed to be never-stopping killing machines, not some wimpy safety-first kind of marksman. This is not the expertise for you.
Leadership: 14% minion damage – Simple, we don’t have minions.
Affliction: Elemental attack strengths, 38% is it? Well, either way, I repeat, this build is not about effects, if it was, this could be nice.
Vigour: Increases use-rate of sprint. Lol.
Regeneration: It will take a lot more then 480+ health/minute to save our skin, for a guardian with 90% damage reduction it might do a lot, but for us, having a hard time reaching 70%, no. Just no.
Arcane resolve: While we are indeed vulnerable to special damage effects, there’s so many really juicy expertises out there, we can’t sacrifice points here. Also, in 2.0 or 2.1, elemental effects will most likely be nerfed beyond recognition.
This is where certainty ends, at least on the negative side. Let’s look on what expertises are absolute must-haves instead.
Surgical precision: 6% critchance when maxed, this is absolutely imperative to a marksman. Our damage comes first and foremost from critical hits, and another 6% is a god given gift. This is the first thing you max, no matter what.
Well, that’s all the must-have expertises. The list is surprisingly short, but don’t fear, we have 40 points left to spend, and seven juicy expertises left to choose from. Let’s have a look at them to:
Enhanced accuracy, strength, stamina and willpower.
Pretty self explanatory, these increase your respective stats by up to 38 when maxed out. Accuracy is my favourite here, as I really, really, like high critdmg%. I’m a damage junkie.
Fortune: Increases your luck by up to 168 (there’s a string error here, showing it as 1680, but that’s a fallacy, don’t believe it). Also pretty self explanatory. While people are really split when it comes to luck, I like luck. This depends a lot on your play style of course, are you the kind that grinds for a lot of items, perfecting your char in that way, making lots of money, buying/finding gear? Well, this is the expertise for you, luck does work, people who claims otherwise are impatient or greedy, or simply a bunch of whiners since they have yet to find that 3slot Hu’s or hikida. Ignore them.
Toughness: Up to 140 armor on top of what you already have. This could be great, or, if your gear is already very heavy on armor, not so great. The amount of armor needed to increase your damage reduction increases exponentially, there’s a nice list of percentages and armor needed in the guardian section of the official forums. I’ll add a link if I find it again. In short, 140 armor might increase your reduction by 5%, or it might just add 1%. While it’s obvious that a monster dealing 100 base damage, then applying 50% reduction deals 50 damage, the effects of higher reduction and reduction increase might not be so obvious. Don’t be fooled however. If someone increases their reduction from 50% to 55%, their overall damage taken will be reduced by 10% from their prevorious armor-value. If you increase from 60% to 64%, you will also increase the efficiency by 10%, depending on how you look at it. Either way, higher damage reduction is always better damage reduction, whatever way you look at it. Toughness is good.
Cruelty: At the moment, this expertise is useless. It’s a damage multiplier, and is thus bunched in with the other damage multipliers as an additive. Utter crap in it’s current state, but 2.0 hints of changes. Looking at the massive overhaul of some expertises function, we might get a refund on our spent points, but for those of you that are a bit sceptical when it comes to FSS skill/attribute/expertise-refunding generosity, this is an expertise to spend points in – for future usefulness.
Personally, I’m going for something like this. Still have some way to go tho, as rank 50 needs around 800 million experience.
4/4 Surgical Precision – 10 points
4/4 Enhanced Accuracy – 10 points
4/4 Toughness – 10 points
4/4 Cruelty (if it’s changed and we get a refund) – 10 points4/4 Enhanced Willpower (leaving me with more points to put in accuracy! Damage!) – 10 points
Again, the 800 million xp might be a bit of an obstacle, so above you can clearly see what I consider the most important.
Well, seems we covered skills, stats and expertises. How about we move on?
Continued in next post..