Difference between revisions of "Musketeer - Beginner"
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In addition to the orbs on the gun, you have a 'turret' orb on your belt. To use it, just grab it using your Hand controller and then throw it up into the air. Once it is deployed it cannot be moved. To switch your turret between Damage and Healing mode, just grab it and shake it before throwing it into the air. The turret will automatically stay in the last mode it was in when it regenerates on your belt. | In addition to the orbs on the gun, you have a 'turret' orb on your belt. To use it, just grab it using your Hand controller and then throw it up into the air. Once it is deployed it cannot be moved. To switch your turret between Damage and Healing mode, just grab it and shake it before throwing it into the air. The turret will automatically stay in the last mode it was in when it regenerates on your belt. | ||
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'''Damage Mode''' | '''Damage Mode''' |
Latest revision as of 18:08, 21 June 2018
Contents
Description
The careful study of alchemical properties, combined with creative tinkering and the use of runes, has led to a new weapon: the musket. The Musketeer can fire a straight shot, and augment his weapon with runic orbs which provide harmful and beneficial effects to their enemies and allies.
The most powerful Musketeers can use the range of their orb explosions to damage or heal many targets at once. They also deploy their floating turret to guard them, or sacrifice it to further increase the range of their effects.
Details
Mechanics
The Musketeer is a gun-based class which focuses on buffs and debuffs, as well as healing, that can be used by loading the gun with special orbs.
Firing and Orbs
You can fire the gun by just aiming and pulling the trigger. Without an orb loaded, it will fire a basic bullet.
The core of the Musketeer gameplay is the use of Orbs which they can load into their gun to give their shots special additional effects. To load an orb, just use your other controller to grab an orb floating around the gun, then bring the orb near the end of the barrel, then you can fire it like normal. Each of the orbs acts like a mini-grenade, so it has a small range from where it explodes and can affect multiple targets. Each orb has its own cooldown.
The current Orbs available to you include:
Renew: Provides a heal over time effect for a moderate period of time. Has a very short cooldown.
Cure Wounds: Provides a large heal immediately. However, the cooldown is nearly 3x as long as that of Renew.
Shield: Places a shield on your allies that absorbs a moderate amount of damage, but the shield lasts only a short time before expiring.
Decurse: Removes a negative status effect ("debuff") from your party members.
Lifewell: Places an area of effect on the ground where it strikes that lasts for a moderate period of time. Allies who stand in the area will heal damage. Has a long cooldown.
Poison: An offensive orb that places a damage over time effect on your enemies.
Frost: An offensive orb which can do a small amount of damage and slow targets.
Gravity: An offensive orb which creates a gravity well where it strikes, pulling in nearby monsters and briefly stunning them.
Weakness: An offensive orb which weakens enemies to increase damage dealt to them for a short period of time.
Equipping Orbs
To choose which orbs you take into combat, open your Inventory screen, then simply equip the orbs from your inventory into the boxes next to the weapon slot (where your gun is). You can equip up to 4 orbs at once. Note that you cannot change your equipment when you are in combat.
Turret
In addition to the orbs on the gun, you have a 'turret' orb on your belt. To use it, just grab it using your Hand controller and then throw it up into the air. Once it is deployed it cannot be moved. To switch your turret between Damage and Healing mode, just grab it and shake it before throwing it into the air. The turret will automatically stay in the last mode it was in when it regenerates on your belt.
Damage Mode
By default, the turret is in Damage Mode. The turret will automatically attack any enemies that you attack or that start attacking you that are in its range.
Healing Mode
The other turret mode is Healing Mode. During this mode, the turret will automatically provide a small heal to the closest target who is most in need of healing.
Sacrificing Your Turret
If you fire an orb from your gun and hit your turret, your turret will be destroyed, but the range of the orb will be greatly magnified. Your turret orb regenerates on your belt after about 12 seconds.
Musketeer Super: Overcharge
The Musketeer's Super ability is Overcharge. When activated, the Musketeer's orbs regenerate at a much higher rate for a short period of time. In addition, any orbs which were not available at the time the super is activated will regenerate instantly. The Musketeer generates super energy by hitting targets with their orbs.
To use your super, just press both of the Trigger buttons on your controllers when your Super bar (the yellow bar under your health bar) is full.
Musketeer Battle Resurrection
Once every 20 minutes, the Musketeer can shoot their deployed Turret with a Lifewell orb to initiate a Battle Resurrection. The closest dead player to the Turret will be resurrected, even if the Musketeer is currently in combat. Note that a Reagent is still required to perform the resurrection, and each player can only be resurrected once every 10 minutes, on a shared cooldown with the Runemage resurrection ability.
If your resurrection is available to use, your Lifewell orb will glow with a yellow effect to indicate it is capable of resurrecting a fallen ally.
Talents
The Musketeer's two paths are Lightbringer and Turret Master. The Musketeer can choose to double-down on their healing ability, with additional tools in their toolbox for aiding their allies, or they can choose to focus on increasing their Turret's capabilities.
Lightbringer
Improved Renew: Your Renew orb's effect lasts for an additional 2 seconds.
Improved Lifewell: The radius and duration of your Lifewell is increased by 20%.
Renewed Synergy: When you heal an ally with Cure Greater Wounds, if they already have a Renew effect from you, that effect is refreshed.
Light's Blessing: Whenever you heal an ally with Cure Greater Wounds, your nearby allies with Renew active gain 25% of the healing done.
Turret Master
Improved Poison: Your Poison orb's effect lasts for an additional 2 seconds.
Speedy: When your Turret expires, all allies within 20 meters gain a 100% speed boost for 4 seconds.
Total Recall: While your Turret is deployed, you will see a magical turret instead which you can throw to re-deploy your current turret to a new location.
Empowered Turret: Your Turret can gain additional capabilities when you shoot it with orbs.
The Empowered Turret talent changes the interaction between your Turret and your orbs. Now when you shoot your Turret with an orb, rather than exploding the Turret and increasing the range of the orb, the Turret will absorb the orb, gaining additional effects.
- Cure Greater Wounds: Increases the base healing of your Turret.
- Renew: Adds a Renew effect every time your Turret heals a target.
- Poison: Adds a Poison effect every time your Turret damages a target.
- Frost: Adds a Slow effect every time your Turret damages a target.
Note that in addition to this, if your Turret is in "healing mode" and you shoot it with a damage-based orb, it will also gain the ability to damage targets, and switch between healing and damaging randomly. The same goes for shooting a healing-based orb at a damage-mode turret.