🇺🇸
VEZI AICI
0
- Published on
Role:
Mage
Made For:
General (both PvP and PvE)
Attributes (190)
5
Strength
5
Dexterity
80
Intelligence
19
Focus
106
Constitution
3D Model
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Abilities
Sharpshooter
Power Shot

Overload your musket with gun powder, causing the next shot to deal 160%
weapon damage, and an additional 30% base damage to hostile AI targets.
(Does not stack with Powder Burn.)
(Does not stack with Powder Burn.)
Cooldown
12.0

Called Shot

Increase musket base damage by 10% after aiming down sights for more than 2s.
1
Powder Burn

Overload your musket with gun powder, causing the next shot to deal 110%
weapon damage and inflict a burn that deals 15%
weapon damage per second for 7s.
(Does not stack with Power Shot.)
(Does not stack with Power Shot.)
Cooldown
15.0
7

Quick Load

If 2 or more targets are hit with a single shot, the duration of the next reload is halved. (4s cooldown.)
11
Initial Engagement

When you hit with Power Shot, gain empower, increasing base damage by 10% for 5s.
Cooldown
12.0
Empowering Headshot

On a successful headshot, gain empower, increasing damage dealt by 10% for 5s.
2
Ignition

Standard musket shots deal 8% additional base damage if they hit a burning target.
8
Shell Shock

Headshots weaken targets, decreasing their damage by 10% for 4s. (8s cooldown.)
10
Shooter's Stance

Player enters a crouching aim stance to enhance shooting performance. While in this stance, shots deal 100%
weapon damage, mobility is reduced to zero and reload time is reduced by 75%.
Shooter's Stance ends after 3 shots.
(Power shot and powder burn can be used while inside shooter's stance.)
Shooter's Stance ends after 3 shots.
(Power shot and powder burn can be used while inside shooter's stance.)
Cooldown
18.0
3

Chronic Trauma

If Powder Burn is a headshot, the burn duration is extended by 4s.
9
Shoot More

Shots fired before exiting stance increased to 5.
Cooldown
18.0
4
Optimal Range

Musket shots deal 10% increased base damage to targets 20m or further away from the player.
Also deal 7.5% increased base damage to targets within 40m.
Also deal 7.5% increased base damage to targets within 40m.
6
Heightened Precision

Successful hits with a musket grant a stackable 2.5% base damage increase. This effect ends after more than 5s passes between shots. (Max 6 stacks.)
5
Trapper
Stopping Power

A Powerful shot that deals 90%
weapon damage, staggering the target and knocking back 5m. (Can be fired from hip or while aiming down sights.)
Cooldown
20.0

Salt On The Wounds

Deal 10% increased base damage to targets below 30% health.
13
Back It Up

Walking/Strafing movement speed increased by 10% when an enemy is within 8m of player.
12
Lasting Impression

Targets hit with Stopping Power are exhausted, reducing their stamina regeneration speed by 10% for 8s.
Cooldown
20.0
Weakened Defense

Increases the stamina damage from standard shots dealt to enemies blocking with shields by 50%.
Increases armor penetration against targets that are not blocking with a shield by 10%.
Increases armor penetration against targets that are not blocking with a shield by 10%.
14
Traps

Deploy a trap that lasts for 30s. When triggered, it deals 25%
weapon damage and causes its target to be rooted, immobilizing them for 3s.
Cooldown
20.0

Empowering Weakness

Hitting a target with an active debuff grants empower, increasing your damage by 5% for 5s.
15
Hustle

After a dodge, gain a 7% haste for 3s. (Haste increases movement speed.)
16
Trapped Damage

Traps apply 20% rend for 3s to targets that trigger them.
(Rend reduces target's armor.)
(Rend reduces target's armor.)
Cooldown
20.0
Sticky Bomb

Throw a short range bomb that sticks to anything it makes contact with.
Detonation will occur 3s after impact dealing 210%
weapon damage to all targets within a 3m radius.
Detonation will occur 3s after impact dealing 210%
Cooldown
12.0
19

Scent of Blood

Dealing damage to a trapped target heals you for 100% of weapon damage dealt.
(1s Cooldown.)
(1s Cooldown.)
Cooldown
20.0
Tactical Reload

Dodging reloads the musket. (Can only trigger once every 6s.)
17
Supplementary Repulsion

Targets hit with Stopping Power are slowed by 10% for 8s. (Slow reduces target's movement speed.)
Cooldown
20.0
Double Trap

Gain an extra trap per cooldown, allowing 2 active traps to be placed in the world.
Cooldown
20.0
Kick 'em When They're Down

Deal 10% more base damage to targets with an active crowd control status effect. (Slow, Root, Stun.)
18










