Author Topic: A mini-guide to Marksmen  (Read 19847 times)

Bryan

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A mini-guide to Marksmen
« on: Jul 17, 2013; 04:20 AM »
Disclaimer: The following does not constitute a thorough guide,in the sense of providing in-depth tips,boss tactics,mechanics and whatnot.The purpose of this mini-guide is to outline the standard build and gear choices of Marksmen at the time of this guide's writing,and to illustrate the reasoning behind such choices.


An introduction to Marksmen,and "where are all the Sniper rifles?"

Marksmen are all about dealing quick burst damage while staying out of harm's way.No party will turn down properly geared Marksmen,as the only single-target damage dealers in the game that may surpass them are Evokers.They are also among the easiest classes to gear up for the lv50 ranking process,having a few amazing machine pistols to choose from.

On the subject of weapons,as iconic as they may be,Sniper rifles are sadly far from the optimal weapon choice for Marksmen.Many newcomers may use Snipers in tandem with the "Sniper" and "Master Sniper" skills,as it seems the natural choice to make; as discussed below,however,it will be made clear that Snipers are a choice best avoided.

Stat allocation

As with all classes in Global,Marksmen have a dire need for stats due to the endgame gear/mod feeds.Therefore,the approach most often followed is to only invest stats when sorely needed,in cases where a specific piece of gear will be worn for a while and at least requires a stat that will later be covered (ie Accuracy,Stamina).
The aim of careful stat planning is to avoid having to use an Attribute Retrainer,or at the very least before lv55.While more free stat allocation doesn't seem to show its drawbacks while leveling,most classes that have done so find themselves unable to equip their lv50 grinder weapons/gear as early.A prime example of this would be Marksmen's Hurricanes,which have a base Accuracy feed of 95 each,before mods,enchants and possible augments.

A Marksman will typically end up with much Accuracy and Willpower,just enough Stamina to equip all the +AA/stat gear,and only the Strength given by gear.Generally,Strength is the worst investment for a Marksman (who doesn't aim for an alt build,ie novas),and Stamina is one that shouldn't be a point higher than +AA/stat gear requires.


Skills

The following is (roughly) the standard endgame build for Marksmen:
http://www.hellgateaus.info/planner/#Marksman,55,50,10,v1.000012100000000072aa3aaa000000000,000404040000004

For those who may use incompatible browsers,or in case the link malfunctions in the future,here are the skills with some elaboration.
-Note:
The above setup uses 10 additional skillpoints.Those can be accounted for through certain gear choices and/or a "+1 to all Marksman skills" property,or through using the extra skillpoints available from Murmur,the Marketplace and the cash shop.Please refer to the gear section below for details.

Beacon 10/10
Deadly single-target debuff that the whole party can exploit.When maxed it increases all damage dealt to the target by 84%,a valuable asset to have at any boss encounter.

Multi Beacon 10/10
The group-appropriate variant of Beacon.When maxed it increases all damage dealt to all enemies within 13m of the target by 60%,lower than Beacon's effect but amazing for clearing groups of enemies.
The Land of Rest is a fine example of a boss encounter where this skill is essential.

Dead Eye 7/7
Adds a passive 7% critical chance when maxed.Since only criticals provide damage in Hell mode endgame,maxing this skill is a natural choice.

Multishot 10/10
This activated skill turns each projectile fired into 3,therefore increasing damage by a massive 200%.
Note: This skill receives the benefits of all "increases duration of boost skills" properties on gear,but also the detrimental effects of the "Sniper" skill on the skill's cooldown.Therefore,it is advised to activate Multishot outside of Sniper mode.

Sniper 10/10
This activated skill causes the Marksman to enter Sniper mode,granting damage/range/velocity bonuses at the expense of armor/movement/rate of fire penalties and a reduced field of sight.The added bonuses of "Master Sniper" make this an even more appealing choice for maximum damage output.
Note: Despite what the name may suggest,"Sniper" actually works with all weapons.It is in fact advised that it is used with faster weapons,with which the penalties will be less detrimental to the total damage output.

Master Sniper 10/10
It passively adds 10% crit chance and a massive 200% critical damage while the Marksman is in Sniper mode.Maxing this skill should be self-explanatory.

Escape 2/7,Escape Artist 1/7 (optional)
Escape allows the Marksman to briefly become invisible,providing a handy escaping utility.Escape Artist increases movement speed while Escape is active by 25%,or 50% if a "+1 to all Marksman skills" property is present.
The latter may often be skipped,but most would recommend at least one or two points in the former as a panic button.



One may wish to invest points in Strikes or Grenades instead,as a more grinder-appropriate setup for acquiring ranks at lv50.While it may be partially true that such setups are more convenient for areas such as Stonehenge,the fact that neither Strikes nor Grenades can crit will render both skill groups redundant fairly early on.
« Last Edit: Feb 08, 2014; 12:24 AM by Bryan »
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Bryan

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Re: A mini-guide to Marksmen
« Reply #1 on: Jul 17, 2013; 04:20 AM »
Gear

Armor

The desirable properties for Marksmen are +stat/+AA (All Attributes) for reduced feeds and thus more cdb (critical damage bonus),+crit chance from specific uniques/set pieces,+duration of boost skills (Multishot) and the rarer +armor penetration.Therefore,the two most usual armor choices are:

1) The full Infiltrator set,possibly with a few +stat/+AA augments.Unlike most classes,where the usefulness of a full set is debatable,the Marksman's set is unquestionably powerful.Unfortunately,it's also rather expensive.

Pros: It provides base crit chance,a considerable +use rate of boost/tactical skills,armor penetration,movement speed,a +1 to a random skill through the set legs,an incredible +100% cdb and a +1 to all Marksman skills without the nasty feeds that it otherwise comes with.Its total feeds are rather reasonable.

Cons: The Infiltrator set may be the most expensive set in the game,thus it may be quite a task to assemble one.Some pieces,such as the torso or gloves,are nothing special as individual pieces and only really contribute to the full set bonuses,or if +stat/+AA properties are augmented on them.


2) A combination of 3 to 5 set pieces and uniques/stat pieces.This choice most often includes the Eyes of the Maverick helm,the Grimsoles boots,the Duellos of the Duelist gloves and the Infiltrator belt/shoulders (or the Forgotten Warrior/Lazy Envoy miniset belts for armor penetration),in an effort to get as much base crit out of armor as possible.The other pieces may vary,depending on what set bonus players are after.

Pros: Most such gear combinations should be relatively/much cheaper than a full set,even more so than a properly augmented one.They should also still be quite effective in terms of damage,as base crit and similar bonuses are still obtained.

Cons: If one is after the +1 to all skills property,augmenting it on either an Eyes of the Maverick or a set helm should be quite rare and expensive.This property also comes with heavy feeds.
Moreover,dedicated Marksmen have concluded that any such combination is most likely inferior to a full Infiltrator set in terms of damage.While augments may cause the numbers to vary somewhat,it's most often agreed on that the full set is mathematically the superior choice.


Weapons

Marksmen are curiously among the very few classes that actually have a choice among roughly equally effective weapons in endgame.Those choices are:

1) Dual Hu's Hypershots
Those become available as early as at level 43,and they appear to provide the 2nd best base damage out of all listed options.Unfortunately they lack +base crit,so a +3 crit and a +desired ccm (crit chance multiplier) or +desired cdb (critical damage bonus) augments are essential for these guns.Lastly,their item level may render it harder to find appropriate mods in comparison to the other weapons listed.

2) Dual Hurricanes
These machine pistols provide good base damage,and also provide the very useful +crit and +boost skill duration properties.They also provide a total of 4-6 points in Beacon if one wishes to save said points for other skills.Lastly,due to their item level,it is relatively easier to find appropriate mods for them than Hu's Hypershots,for instance.

3) Person of Thor
This twister gun has quite decent base damage,and is most often preferred for the Land of Rest.It has an innate 3% crit and an added 1-3% as a property,plus 16-20% added Spectral damage.It is the easiest weapon to find mods for,as both the item level and mod types are quite convenient.

4) Z-83 Gatling Rail Cannons
All Gatlings have rather good base damage,a standard 5% base crit chance and 200% cdb,which is 100% higher than Person of Thor.These Mythic-grade weapons naturally come with random properties,so their actual efficiency varies somewhat.The best Gatlings should roughly come with
-2x (/3x) elemental damages
-% desired caste cdb
and possibly % desired ccm and +base crit.
Most other properties come with needless feeds which eventually cost in terms of damage,and therefore should be avoided.


Modifications

The most efficient mods for Marksmen are,unsurprisingly,dual +ele/ccm and +ele/cdb ones.

The usual modding priorities for all damage-dealers are,roughly:
1) Ccm against a desired caste until ~90-95% crit chance against that caste has been secured
2) As much cdb against the same desired caste as possible,and
3) +elemental damages amassed from both the ccm and cdb mods.Depending on available feeds,Marksmen seem to benefit most from higher +ele damages on dual mods,in spite of the relatively higher Willpower feeds.

In the case of Marksmen,the base crit possible requires far less +ccm mods than classes such as Evokers.In general,Marksmen should require 2 to 3 ccm mods to reach the required crit chance on weapons with no ccm on them.The number may decrease further depending on one's total base crit and +ccm augments on weapons,possibly even down to 0 if one has enough base crit and uses a Gatling with 2x ccm properties.This leaves respective room for +cdb mods,in effect drastically increasing the maximum damage possible.
« Last Edit: Jul 21, 2013; 06:44 PM by Bryan »
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Bryan

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Re: A mini-guide to Marksmen
« Reply #2 on: Jul 17, 2013; 04:39 AM »
Expertises,achievements and pets

The usual expertises include
-Surgical Precision: +5% base crit chance at 4/4
-Tranquility: +480 power regeneration at 4/4
-Improve Willpower: +180 max power at 4/4
-Toughness: +150 base armor at 4/4

One may argue that most expertises are up to personal preference,but at the very least Surgical Precision and Tranquility should still seem too significant to skip.

Useful achievements include
-Most valuable hero (win 20 PvP battles with highest score in team): +1% crit chance
-Strongest hero (win 100 PvP battles with highest score in team): +2% crit chance
-Craftsman (kill Shulgoth 30 times: +5 Accuracy
-Badass (amass 1 million palladium): +1 All Attributes
-Finally the reinforcement merchant (enchant 100 items): +50 power
-Going around London (complete the HGL storyline): +20% movement speed and +1 second Sprint duration

Other +stat achievements may be of use as well,depending on one's feeds.

Regarding cash shop pets,the Restoration Sekworm pet (+400 hp and +200 power) seems to be of more practical use to Marksmen than the Impregnable Shulgoth (+400 shields and +200 armor).Of course the matter still falls under personal preference,as neither will provide any groundbreaking bonus to one's efficiency.

Edit: At the time of the guide's writing,and for a long time before,the two above pets were the only 2 available in the Cash Shop.Currently,Destroying Moloch (+10% crit multiplier,+5% armor penetration) and Impregnable Sydonai (+100 armor,+10% damage reduction) are also available.
While the crit multiplier of Moloch (similar to that of mods/Bughides) is arguably of little use,many Marksmen prefer it over Sekworm for the +armor penetration,which is admittedly a very useful property.

In conclusion
Marksmen provide some of the best single-target damage in the game,and are a valuable asset to any party.They may be more expensive to properly gear up than others,but Marksmen always have some gear options to choose among while not sacrificing too much efficiency in doing so.

« Last Edit: Feb 08, 2014; 07:31 PM by Bryan »
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Identity

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Re: A mini-guide to Marksmen
« Reply #3 on: Jul 17, 2013; 09:56 AM »
Marksmen,as they may well be the best single-target damage dealers in the game alongside Evokers (though the issue is still highly debatable)
based on rough calculations, there's no debate there. evokers are 2-3x as powerful, assuming both get their beacon and hastebot.

oh, and, hi there ;)
we won't see each other ingame though, since i quit for a better game :P

edit:
@ gear

yes, it's pricey, but full set beats any other setup, still. boost mm can land quite a punch, but lacks survivability which can be very frustrating.

as for guns, since mm is the superior dps in cow levels (range, shock damage), you're bound to use a thor for necros. this prevents the use of + to beacon from hurricane. imo, dual hus for anything but necros, and thor for necros is the best option, considering the following: both hu and thor frequently drop, are cheap and therefore can be nanoforged to +10 and higher without spending a shitload of money on preservatives. and rly, who wants to spend money on this game, now? :P
« Last Edit: Jul 17, 2013; 10:03 AM by Identity »
@RL :)

Bryan

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Re: A mini-guide to Marksmen
« Reply #4 on: Jul 17, 2013; 01:01 PM »
Hey there Identity,long time no see :) That's a shame about your departure from HG,as Vampie and I were just about to pick it up again.
Well,I guess we can always have a word here,can we not.

Thanks for that feedback,I'll make some corrections here and there.Though while I do agree on the remarks on gear,I'd rather lay all gun options on the table.I've been down the road of Hus myself,and the frustration of failed augs and non-existent mods still haunts me :P
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Wolfilein

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Re: A mini-guide to Marksmen
« Reply #5 on: Aug 11, 2013; 08:08 PM »
Nice writeup. Everything a starting marksman need to know.
InstantDeath approved.  :P
Wolfilein

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Bryan

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Re: A mini-guide to Marksmen
« Reply #6 on: Aug 11, 2013; 08:12 PM »
Hey thanks ID,if you find any noteworthy details to be missing do tell :)

Edit: Speaking of which,I skipped Rounds entirely as I received very contradictory opinions on them.The usual response was,get them if you have points to spare after all else.
Any insight you could provide there?For instance,on the uses for Concussion.
« Last Edit: Aug 11, 2013; 08:29 PM by Bryan »
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Wolfilein

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Re: A mini-guide to Marksmen
« Reply #7 on: Aug 11, 2013; 09:17 PM »
Rounds dont seem to have any impact when dealing with single-targets.
But for multiple targets they are usefull. (cata runs, berial adds, mob-masses in general^^)
All the "old bugs" seem to be fixed. (rounds bouncing of enemys and hitting hitboxes multiple times)
Maybe i should do some testing. My last tests were done over 1 1/2 years ago. ^^
I report back when i have found time to test.

PS.
Weapon accuracy perk  is a nice thing to reduce bulletspread with hus/hurris.
I cannot see any increase in dps but its somehow nice to avoid melee range to do proper damage.
Wolfilein

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Bryan

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Re: A mini-guide to Marksmen
« Reply #8 on: Aug 12, 2013; 08:41 AM »
Would be mighty useful,my thanks :)
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Mongrol

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Re: A mini-guide to Marksmen
« Reply #9 on: Nov 02, 2013; 12:38 AM »
All good info - if I ever decide to re-roll my Marksman I'll come here to plan her a LOT better :)

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Frontman

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Re: A mini-guide to Marksmen
« Reply #10 on: Nov 06, 2013; 09:20 PM »
can any1 confirm if this is true, that MM grenades dont crit?? i know many are saying that and its probably true, but i need to know if some1 already tested this. PG would work a lot better on MM then engi. was just wondering...

VampQ

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Re: A mini-guide to Marksmen
« Reply #11 on: Nov 07, 2013; 12:15 AM »
After 2 and a half years of HG:G's release I believe that someone must have tested MM's grenades. And anyway, if it hadn't been tested and confirmed I don't think that Bryan would write such a thing in his guide.
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I've been doing nothing for years.

Bryan

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Re: A mini-guide to Marksmen
« Reply #12 on: Feb 08, 2014; 07:32 PM »
Added a note on stat allocation,and included the now-available pet choices.
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Hanor

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Re: A mini-guide to Marksmen
« Reply #13 on: Jan 02, 2015; 02:21 AM »
Hi there, Granade-MM here:

i never got any crit hits on my granates, and i am lvl 50 rank 9
and put every single skill Point in granades and Strikes (yes thats crazy but for the fun of it!)

So: i think you cannot crit with granades as MM, which makes the granate-build useless for Hell.

I just heard ingame, that Splash damage of weapons like "Arclight canonade" also effect your strikes;
and that the Splash-radius on those mods do so, too. Apart from that, i have no clue about damage calculation of Strikes and granates. - Damage calculation only by skill Level? cant believe that...

Can somebody verify that the "Splash damage" alters the strikes? and also the weapon / mod effects do?
and that direct weapon damage does NOT?
Thinking about a Skill retrainer now for Sniper / Multishot built....

They really should have patched it´, since granades are fun to play...
But just before Endgame, and after Level 25 when you got some skillpoints...

Happy new year !
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VampQ

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Re: A mini-guide to Marksmen
« Reply #14 on: Jan 03, 2015; 01:50 AM »
@Hanor Splash radius, damage and crit from cannonades or mods DO NOT apply to MM's strikes and grenades, this is tested and confirmed. It is possible to make it happen though using some hacking programs (which should be considered as cheating as it hacks in the game's mechanics), so I believe that was the conversation you saw about.
Who says nothing is impossible?
I've been doing nothing for years.