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The marksman is a balanced class that has good defense and offence, but lacks support. They truly shine in PVP but are good in wars keeping the enemy at bay, and striking finishing moves on damaged foes. Their debuffs are also quite effective, since they are special, and tend to confuse the enemy. Marksmen have the same great evasion abilities of the [[hunter]], but also have impressive damage dealing skills. With expanded range and increased accuracy they can pack a punch on unwary opponents that thought were at a safe distance. They are similar to [[warlock]]s because they are ranged damage dealers, but they have two problems. First, their areas are not as mana efficient as the warlock's. And second, they are archers, so their mana pool is limited. Trying to deal a lot of damage fast results in an out of mana marksman quickly. Summing up, marksmen that learn to handle their mana and locate weak targets in a battle, are fast, accurate and unforgiving.
[[image:Marksman-crop.jpg|250px|right|Marksman Subclass|A [[Moloks|Molok]] Marksman from [[Ignis]] realm.]]


==Things to consider when choosing to play a Marksman==
The marksman is a class that has good defense and offense, but lacks support. This combination makes them good at PVP, but they are a escential part in any RVR battle as well. Their massive range and high fast damage output allows them to finish off retreating or wounded enemies. Their debuffs are also quite effective, since they are unique, and tend to confuse the enemy. Marksmen have the same great evasion abilities of the [[hunter]], but also have impressive damage dealing skills. With expanded range and increased accuracy they can pack a punch on unwary opponents that thought were at a safe distance. Marksmen that learn to handle their mana and locate weak targets in a battle are fast, accurate and unforgiving.
*Do I like having the longest range in the game?
*Do I like having a decent mix of attack and defense?
*Do I like being extremely vulnerable when a warlock comes along and steals all my mana?
*Do I like being very effective on single targets but having less powerful area of effect spells?
*Do I like being a very versatile class?
*Do I like killing warlocks with relative ease, provided that he does not steal all my mana?
*Do I like having no ally support spells which aren't debuffs?


==Disciplines==
==Advantages & Disadvantages of a Marksman==
The Marksman subclass has 2 subclass specific disciplines:
====Advantages====
*Long range
*Med-High damage
*Good defense
*Good [[Crowd control]] spells


*Arrow Mastery: spells which increase damage or give special powers to the arrows fired such as poison.
====Disadvantages====
*Aiming Mastery: buffs or debuffs that increase accuracy, range or damage.
*Fast mana consumption rates
*Moderate speed
*No ally support spells


==Skills==
==Powers==
As with all classes, each discipline of the Marksman contains 10 skills. The skills for each discipline in order of lowest to highest level required are:
As well as the [[Archer]] disciplines, the Marksman has 2 subclass-specific disciplines:


====Arrow Mastery====
*[[#Arrow Mastery|Arrow Mastery]]: spells which increase damage or give special powers to the arrows fired, such as poison.
*
*[[#Aiming Mastery|Aiming Mastery]]: buffs or debuffs that increase accuracy, range or damage.


====Aiming Mastery====
===Arrow Mastery===
*
[[File:Arrow Mastery Discipline Icon.png|left]] ''Shoots arrows with special damage and qualities.''


{{Arrow Mastery Powers}}
===Aiming Mastery===
[[File:Aiming Mastery Discipline Icon.png|left]] ''Special abilities and techniques for increased aiming at ranged combat.''
{{Aiming Mastery Powers}}
===Warmaster===
[[File:Warmaster Discipline Icon.png|left]] ''Techniques and special abilities that allow leading your allies into battle''
{{Warmaster Marksman Powers}}
[[Category:Subclasses]]
[[Category:Subclasses]]

Latest revision as of 18:02, 6 November 2020

A Molok Marksman from Ignis realm.
A Molok Marksman from Ignis realm.

The marksman is a class that has good defense and offense, but lacks support. This combination makes them good at PVP, but they are a escential part in any RVR battle as well. Their massive range and high fast damage output allows them to finish off retreating or wounded enemies. Their debuffs are also quite effective, since they are unique, and tend to confuse the enemy. Marksmen have the same great evasion abilities of the hunter, but also have impressive damage dealing skills. With expanded range and increased accuracy they can pack a punch on unwary opponents that thought were at a safe distance. Marksmen that learn to handle their mana and locate weak targets in a battle are fast, accurate and unforgiving.

Advantages & Disadvantages of a Marksman[edit | edit source]

Advantages[edit | edit source]

  • Long range
  • Med-High damage
  • Good defense
  • Good Crowd control spells

Disadvantages[edit | edit source]

  • Fast mana consumption rates
  • Moderate speed
  • No ally support spells

Powers[edit | edit source]

As well as the Archer disciplines, the Marksman has 2 subclass-specific disciplines:

  • Arrow Mastery: spells which increase damage or give special powers to the arrows fired, such as poison.
  • Aiming Mastery: buffs or debuffs that increase accuracy, range or damage.

Arrow Mastery[edit | edit source]

Shoots arrows with special damage and qualities.

edit this table
  Name Pos. Type Casting Cooldown Duration Range Area
Recharged Arrows 1 Activable 0 15
Activable skill. Each normal hit does increased damage but requires mana.
Winter Stroke 2 Constant 0.5 40 3,4,5,6,7 35
Freezes and damages an opponent.
Burst of Wind 3 Constant 0.5 40 4,5,6,7,9 0
Dizzies and damages an opponent.
Serpent Bite 4 Constant 1 60 10 0
Poisons an opponent. Deals instant damage and more over time.
Ignus Scorch 5 Direct 1 20 20
Deals fire damage to those in front of the Marksman.
Ethereal Arrow 6 Direct 1 40 0
Deals damage that ignores all defenses.
Needle Blast 7 Direct 1 25 10
Causes slashing damage to opponents in the area in front of the Marksman.
Arcana Strike 8 Direct 1 20 0
Shoots an arrow that deals lightning, fire and ice damage.
Fire Rain 9 Direct 2 30 0 6
Deals fire damage to a target and enemies around the original target.
Lightning Arrow 10 Constant 2 180 5,7,9,11,15 0 10
Deals lightning damage to and reduces the speed of a target and enemies around it.

Aiming Mastery[edit | edit source]

Special abilities and techniques for increased aiming at ranged combat.

edit this table
  Name Pos. Type Casting Cooldown Duration Range Area
Dead Eye 1 Constant 1 45 20
Increases the Marksman's damage while decreasing attack speed
Focus 2 Activable 0 20
Activable skill. Spells cast have increased accuracy but it reduces the marksman's movement speed.
Finger Crush 3 Constant 0.5 40 30 0
Reduces the opponent's normal and critical hit chance.
Foresight 4 Passive
Passively increases the marksman's range.
Cyclops Curse 5 Constant 1 52 30 0
Deals damage and reduces the opponent's critical hit chance.
Lethal Strike 6 Direct 1.5 50 0
Has a chance to do very high damage.
Strategic Position 7 Constant 1 80 25
Reduced the marksman's ranged damage received.
Trained Eye 8 Passive
Passively increases the marksman's hit chance.
Seeking Strike 9 Constant 1 50 30,33,37,42,50 0
Reduces a target's constitution.
Hawk's Gaze 10 Constant 2 180 40,45,50,55,60
The marksman can find her opponent and target her easily.

Warmaster[edit | edit source]

Techniques and special abilities that allow leading your allies into battle

edit this table
  Name Pos. Type Casting Cooldown Duration Range Area
War Council 1 Passive
War chat
Fire Arrow 4 Constant 0.5 25 35
Dispels Freeze
Warmaster's Might 6 Passive
Need this info
Killer Instinct 8 Activable 0 15
Increases hit chance at the cost of immobilizing the marksman.
Warmaster Blood 5 Passive
Health +300