Marksman: Difference between revisions

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==Disciplines==
==Disciplines==
The Marksman subclass has 2 subclass specific disciplines:
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.
*'''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.
*'''Aiming Mastery''': buffs or debuffs that increase accuracy, range or damage.


==Skills==
==Skills==

Revision as of 00:44, 14 November 2008

A Molok Marksman from Ignis realm.

The marksman is a 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. Marksmen that learn to handle their mana and locate weak targets in a battle, are fast, accurate and unforgiving.

Advantages & Disadvantages of a Marksman

Advantages

  • Superior range
  • High damage
  • Good defense
  • Good Crowd control spells

Disadvantages

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

Disciplines

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.

Skills

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:

Arrow Mastery

  • Recharged Arrows: buff with infinite duration which can be deactivated. Each normal hit does increased damage but requires mana.
  • Winter Stroke: freezes and damages an opponent.
  • Burst of Wind: dizzies and damages an opponent.
  • Serpent Bite: poisons an opponent. Deals instant damage and several damages over time.
  • Ignus Scorch: deals fire damage to those in front of the Marksman.
  • Ethereal Arrow: deals damage that ignores all defenses.
  • Needle Blast: causes slash damage to opponents in the area in front of the Marksman.
  • Arcana Strike: shoots an arrow that deals lightning, fire and ice damage.
  • Fire Rain: deals fire damage to a target and enemies around the original target.
  • Lightning Arrow: deals lightning damage to and reduces the speed of a target and enemies around the original target.

Aiming Mastery

  • Death Sentence: any ranged hits to the target will do increased damage.
  • Focus: Spells cast have increased accuracy but it reduces the marksman's movement speed. It has no duration limit but can be deactivated.
  • Finger Crush: reduces the opponent's normal and critical hit chance.
  • Foresight: passively increases the marksman's range.
  • Cyclops Curse: deals damage and reduces the opponent's critical hit chance.
  • Lethal Strike: has a chance to do very high damage.
  • Strategic Position: increases the marksman's armour points.
  • Trained Eye: passively increases the marksman's hit chance.
  • Seeking Strike: reduces a target's constitution.
  • Hawk's gaze: the marksman speeds up his/her attacks.