Marksman

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Character Classes
Blademaster
Guardian
Engineer
Marksman
Evoker
Summoner

Class Summary

Starting Attributes

Starting attributes Marksman.png
Accuracy
Every point added to Accuracy adds a 0.5% bonus to Critical Damage and decreases missile spread.
Strength
Every point added to Strength increases your ability to wear heavier armor and adds 1% additional Melee damage.
Stamina
Every point added to Stamina adds 5 additional Health points.
Willpower
Every point added to Willpower adds 2 additional Power points and increases your Power Recharge Rate.


Skill Categories

Mmas.jpg Mmrec.jpg Mmdemo.jpg

[Show/hide] Assault

Level 1 Skills
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Rapid Fire
Tactical, Boost

The Hunter goes into a fast firing frenzy at the cost of accuracy.
A 3-second burst that greatly increases rate of fire while decreasing damage by 10%.
The Hunter cannot move while using this skill.
Activating this skill cancels the effects of Tactical Stance.
Power cost: 36
Rate of Use: every 10 seconds.

Rate of Fire increased by (100% - 235%).



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Tactical Stance
Tactical

The Hunter's steadier aim and reduced profile as a target grant a tactical advantage over the enemy.

TOGGLED SKILL: Activating this skill puts the Hunter into Tactical Stance, halting movement. Deactivating the skill, moving, or using other offensive skills causes the Hunter to rise and cancels this stance.

Weapon Accuracy increased by 50%.
Firing Accuracy increased by 50.
Range increased by 25%.
Missile Velocity increased by 25%.
Power cost: 25

Damage increased by (15% - 60%).



Level 5 Skills
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Escape
Stealth

The Hunter activates a cloaking device to elude enemies.

The Hunter enters Escape mode, becoming invisible to enemies for a short amount of time.
Escape provides 1 second of invulnerability when activated.

Activating this skill cancels the effects of Sprint and Adrenaline Pills. Attacking or using any skill or item deactivates Escape.
Rate of Use: every 30 seconds.

Lasts for (3 - 9) seconds.
Power Cost: (35 - 11).



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Rebounder Rounds
Ballistics

The Marksman uses modified ammunition that has a chance to ricochet off enemies and walls.
The skill must be actively used for its full effects to apply.
Each shot that the Marksman takes has a (10% - 100%) chance to ricochet when using Rebounder Rounds.

Chance to ricochet increased to (10% - 100%).
SKILL SYNERGY: Chance to ricochet increased to (7% - 70%) when using Ravager or Concussion Rounds.



Level 15 Skills
Ovshi.jpg
Overshield
Requires Tactical Stance Rank:3.

When the Marksman drops into Tactical Stance, their armor automatically uses stored kinetic enegy to greatly increase personal shielding.
Active while in Tactical Stance.

Maximum Shields increased by (152 - 1520).
Shield Recharge Delay decreased by (0.2 - 2) seconds.
Shield Regeneration Rate increased by (5% - 50%).



Level 20 Skills
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Heightened Senses
Requires Rapid Fire Rank:3.

The Marksman uses superior reflexes to target the soft spots of the enemy, even while firing at an enhanced rate.

Damage of Rapid Fire attacks increased by (8% - 80%).



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Ravager Rounds
Ballistics

The Marksman uses modified ammunition that has a chance to blow through and subsequently retarget additional enemies.
The skill must be actively used for its full effects to apply.

Each shot that the Marksman takes has a (3% - 30%) chance to retarget up to 2 additional enemies in range when using Ravager Rounds. Additional targets take 75% damage.


Chance to retarget increased to (3% - 30%).
SKILL SYNERGY: Chance to retarget increased to (2% - 20%) when using Rebounder or Concussion Rounds.



Level 25 Skills
Escart.jpg
Escape Artist
Requires Escape Rank:2.

The Marksman gains a burst of speed while cloaked, increasing the chance for a successful tactical retreat.

Active while in Escape mode.


Movement Speed increased by (25% - 175%).



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Elemental Vision
Requires Overshield Rank:3.

The Marksman uses spectrum scanning to increase the effectiveness of their Elemental attacks.
Active while in Tactical Stance.

Sfx Attack Strengths increased by (15% - 150%).



Level 30 Skills
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Controlled Burst
Requires Heightened Senses Rank:2.

The Marksman exercises control over the bursts of Rapid Fire attacks, allowing greater use of this tactic.

Rapid Fire Use Rate increased by (25% - 250%).



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Concussion Rounds
Ballistics

The Marksman uses modified ammunition designed for maximum impact.
The skill must be actively used for its full effects to apply.

The Interrupt Strength of the Marksman's shots are increased by (12% - 120%) when using Concussion Rounds.


Interrupt Strength increased by (12% - 120%).
SKILL SYNERGY: Interrupt Strength increased by (8% - 80%) when using Rebounder or Ravager Rounds.



[Show/hide] Recon

Level 5 Skills
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Beacon
Tactical, Curse

The Hunter paints an enemy with infra-red light, highlighting weaknesses in the target's defenses.
Power cost: 20
Rate of Use: every 2 seconds.

Damage dealt to the target increased by (20% - 38%) from all sources for 6 seconds.



Sniper.jpg
Sniper
Tactical

Specialized scopes and gyro-stabilizers allow the Marksman to reach out and strike targets with fatal effect.

TOGGLED SKILL: Activating this skill puts the Marksman into Sniper mode.

Weapon Accuracy increased by 60%.
Range increased by 60%.
Cannot be used while Multishot is active.

This skill is exclusive to Two-Handed Sniper Rifles.
Power cost: 25

Damage increased by (60% - 150%).
Movement Speed decreased by (-50% - -5%).
Shield Penetration increased by (15% - 60%).



Level 10 Skills
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Dead Eye

The Marksman is trained to find the weakest point in enemy defenses, increasing the chance to strike vital organs.
Always active.

Critical Chance increased by (1% - 7%).



Level 15 Skills
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Elemental Beacon
Requires Beacon Rank:2.

This frequency-modulator upgrade enables beacons to alter the elemental characteristics of their targets.

All Sfx Defenses of beaconed targets decreased by (101 - 1012)
and all Sfx Attack Strengths decreased by (33 - 337).



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Camouflage
Boost, Stealth
Requires Skill Token to unlock: Ghillie Suit.
Requires Sniper Rank:2.

The ultimate sniper is never seen.
The Marksman enters Camouflage, becoming invisible to enemies as longs as there are no enemies within 15m and the Marksman does not move or attack. Attacking or using any skill or item deactivates Camouflage after a short duration. Moving deactivates Camouflage immediately.

Camouflage shares a cooldown timer with Escape, and cannot be activated while Escape is active. Camouflage's cooldown is always 15 seconds.

Rate of Fire increased by 100%.

Power cost: 10
Rate of Use: every 15 seconds.

Camouflage lasts for (2 - 4) seconds after attacking or using any skill or item.



Level 20 Skills
Weapmas.jpg
Weapon Master
Requires Dead Eye Rank:2.

The Marksman modifies his weapons to do maximum damage to vital organs.
Always active.

Critical Damage increased by (30% - 210%).



Level 25 Skills
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Master Sniper
Requires Sniper Rank:3.

Through superior training and the study of demon physiology, the Marksman deals more damage when scoring a critical hit.
Active while in Sniper mode.

Critical Damage increased by (20% - 200%)
Critical Chance increased by (1% - 10%)
Armor Penetration increased by (3% - 30%)



Level 30 Skills
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Multishot
Boost
Requires Weapon Master Rank:2.

The Marksman alters certain weapons to simultaneously fire multiple rounds at the cost of accuracy.
Fire 2 additional projectiles per shot while Multishot is active.

Each shot deals X% of normal damage. This penalty decreases by 3% per skill level.
Grenade and Precision Strike skills deal 45% damage while this skill is active.
Activating this skill does not cancel the effects of Tactical Stance.
The base duration of this skill's effect is 7.5 seconds.
Cannot be used while Rapid Fire or Sniper mode is active.
Power cost: 25
Rate of Use: every 25 seconds.

Firing Accuracy increased by (0% - 67%).
Each shot deals (67% - 94%) of normal damage.



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Multi Beacon
Curse, Tactical
Requires Elemental Beacon Rank:3.

The Marksman simultaneously paints a cluster of enemies with infra-red beams.
Power cost: 40
This skill's range is 40 meters.
Rate of Use: every 2 seconds.

Beacons all enemies within (5 - 14) meters of the target.



[Show/hide] Demolition

Level 1 Skills
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Explosive Grenade
Tactical, Grenade, Combat

A biometric smart-grenade designed to deliver a fiery, high-explosive blast.
Throws a grenade that detonates on impact with enemies and deals (23 - 138) - (28 - 164) fire damage. This grenade has a 2-second fuse.
Splash Radius: 5m.
Ignite Attack Strength: (50 - 540).
Power cost: 20
Rate of Use: every 6 seconds.

SKILL SYNERGY: Damage of all Grenade skills increased by (12% - 120%).



Level 5 Skills
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Napalm Strike
Tactical, Precision Strike, Combat

The Hunter marks an area for a precision strike to burn his enemies to the ground.

Calls down a strike centered on the marked area that creates a burning field, dealing (41 - 237) - (49 - 284) fire damage per second and lasting 3 seconds.
Radius: 10m.
Ignite Attack Strength: (50 - 540).
Power cost: 50
Rate of Use: every 30 seconds.

SKILL SYNERGY: Duration of all Precision Strike skills increased by (50% - 350%).



Level 10 Skills
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Phase Grenade
Tactical, Grenade, Combat

A sticky-grenade designed to emit a pulse of spectral energy upon detonation.

Throws a grenade that adheres to all surfaces and detonates after 1 second with a Phase Attack Strength of (150 - 1620), phasing enemies for 5 seconds.
Spectral Damage: (22 - 130) - (26 - 154).
Radius: 5m.
Power cost: 20
Rate of Use: every 5 seconds.

SKILL SYNERGY: Sfx Attack Strengths of all Grenade skills increased by (30% - 300%).



Embla.jpg
Emp Blast
Tactical
Requires Skill Token to unlock: ElectroMag.

The Marksman modifies his personal shield projectors to emit a powerful electromagnetic burst, disrupting enemy shields. Removes shields from all enemies in a radius of 15m.
This skill can be used even when the Marksman is under the effects of Shock.
Power cost: 50
Rate of Use: every 30 seconds.

Enemy Shields are prevented from recharging for (3 - 12) seconds.



Level 15 Skills
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Smackdown
Tactocal, Precision Strike, Combat

The Hunter marks an area for a precision strike to cause massive amounts of concussive damage.

Calls down a strike centered on the marked area that creates a field of force, dealing (41 - 237) - (49 - 284) physical damage per second with a Stun Attack Strength of (150 - 1620).
Radius: 10m.
Duration: 2 seconds.
Power cost: 50
Rate of Use: every 30 seconds.

SKILL SYNERGY: Sfx Attack Strengths of all Precision Strike skills increased by (25% - 175%).



Level 20 Skills
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Toxic Grenade
Tactical, Grenade, Combat

A timed grenade filled with highly-poisonous materials that spread noxious fumes.
Throws a grenade with a 1.5 second fuse that creates a toxic field with a radius of 5m that lasts for 6 seconds.
Toxic Damage: (25 - 144) - (29 - 168).
Poison Attack Strength: (100 - 1080).
Power cost: 20
Rate of Use: every 6 seconds.

SKILL SYNERGY: Damage Radius of all Grenade skills increased by (10% - 100%).



Level 25 Skills
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Shock and Awe
Tactical, Precision Strike, Combat

The Hunter marks an area for a precision strike that results in a barrage of electrostatic explosions.

Calls down a strike centered on the marked area that creates a series of static fields, each dealing (10 - 59) - (14 - 82) electricity damage per second with a radius of 5m.
Shock Attack Strength: (50 - 540).
Duration: 2 seconds.
Power cost: 50
Rate of Use: every 30 seconds.

SKILL SYNERGY: Radius of all Precision Strike skills increased by (15% - 105%).



Level 30 Skills
Wogre.jpg
White-out Grenade
Tactical, Grenade
Requires Skill Token to unlock: Nesmith's Blast Cell.

A grenade designed to emit a pulse of blinding light, greatly disorienting all nearby enemies.
Throws a grenade that detonates on impact, blinding enemies in a 15m radius with an attack strength of 300.
Enemy players are blinded for half of the duration.
Power cost: 20
Rate of Use: every 20 seconds.

Blinds enemies for (3 - 9) seconds.
SKILL SYNERGY: Armor Penetration of all Grenade skills increased by (10% - 70%).



Flacragre.jpg
Flashcrasher Grenade

Throws a grenade that detonates on impact with Shield Penetration of (10% - 100%) and stuns enemies for 3 seconds. This grenade has a 1 second fuse.
Physical Damage: (23 - 137) - (27 - 161).
Splash Radius: 5m.
Stun Attack Strength: (100 - 1080).
Power cost: 20
Rate of Use: every 6 seconds.

SKILL SYNERGY: Base Shield Penetration on all Grenade skills increased by (10% - 100%).



Equipment