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Arrow Turret / Multishot Turret - I'm judging these 2 together because honestly they are fine as is both of them function almost like on demand minions for the marksman with a built in synergy that functoins like the necromancers summon mastery... I find them to be fine as is after the most recent change to allow the normal turret to gain health/damage based on multi turrets rank.
Multishot - This skill is buggy and not shooting as many projectiles as the tooltip indicates and I noticed that the initial *middle shot where you're aiming* is 10% weaker then the side shots.. No idea if it's intended or not but this is a buggy skill atm and I'll come back to this later on after it's fixed and review it at that time.
Homing rocket - I find this skill to be kinda op but the base of 100 damage with 50 per point and small strength scaling turns it into a ok skill. I do see a reason to change the proc rate to be 1% +1% per rank and to lower the range so that it flys around 1.5x your normal attack range so that you still have to be at least semi close to the danger.
Arrow Rampage - This skill is SOOOOOOOOOOO good I honestly don't see any real need to change it... The base damage seems low but it has good scaling with strength so I find this fine.
Landmine - The base damage isn't that bad but I suggest giving it a skill synergy with grenade throw. every 15 points here makes greande throw out 1 more grenade *+2 grenades at 30 giving it 3 on proc*
Grenade throw - Havn't found any issues with this it has a scaling of 25 per strength and the chance and base damage both feel fine. My only suggestion here is every point in this gives Landmine +50 damage *+1500 to landmine if you 30/30 it*
Critical strike - This skill suffers the same pitfall as the vikings just not as bad due to the damage boost of Agility... My suggestion here is to give it a synergy with Agility where every point here extends the duration of agility by .15 and every point of agility grants +5% critical damage.
Agility - I don't find any problems with this skill I would suggest a skill synergy with critical strike here though. Giving critical strike +5% critical damage for every point in agility would give a good synergy between the 2 skills. Rank 30 would be +150% bonus crit damage
I'll come back and change this as I get another marksman to 80 since I lost all my test characters.
My hour count with him must be 100+, lvl 145 in MP and playing in inferno actually.
PvE wise, I think he is pretty balanced and doesn’t need major rework, just a few tweaks here and there.
I won’t compare him to other classes.
General suggestion:
I’ll speak now about each of his skills.
200% base damage.
+1% critical chance by level.
I got it lvl 42 so it’s 42% criticals, which is huge.
My suggestion:
Medium damage and HP, I mostly use them as shields, their dps is not interesting past nightmare difficulty.
My suggestions:
Turrets are just in the middle, neither good at tanking nor at dealing decent damage at high difficulty.
IF I had the choice I would go for a turret that launches missiles too, maybe lower attack rate to balance DPS. :P
I like this skill even if it’s bugged right now as morgue rabbit mentionned.
If I had to adjust it I would do that:
My suggestion:
Grenades his the marksman’s skills that scales best with his strength, great damage and good procing rate.
To me the range of the grenade is bad, it is too short!
It’s like if the marksman doesn’t have the strength in his arms to throw it more than a meter away! :D
To hit with grenades I have to stand too close to my victims, which puts me in too much danger for a ranged Hero called a marksman, especially considering enemy threats at high difficulty.
My suggestion:
Great skill especially for clearing maps of bushes and stuff.
Damage progression by level is NON-EXISTANT!
+1 damage or so per level, it’s just useless to level it beyond level one!
I admit it scales correctly with strength but still, do something about that please.
Suggestion:
Great skill, hit enemies from afar with medium damage, nice procing, only works in open maps so this is balanced to me.
To people who say that the range is OP and should be nerfed I answer this:
-Half the maps of the game contains many obstacles that stops missiles in their way, making them “middle to short range”.
The true advantage lies in open maps. (act 1, some dungeons etc…)
My suggestion:
The concept of landing mines is nice, the actual implementation is bad imo.
I almost never use it.
1.When using the skill, marksman put the mine UNDER HIS OWN FEET?
2.Damage is poor! Around 3K damage at level 30 with no scaling.
Nice in normal and maybe nightmare, forget it above that difficulty.
Morgue rabbits suggested to scale it with grenades and I like the idea.
My suggestions:
nice skill with good procing.
My suggestion:
I mean, when I’m under agility I’m like super focused, I can shoot the enemies in their weak spots easier dealing more damage.
So why running faster? I’m fast enough already, if I want to run fast I’ll go and play sonic the hedgehog.
I love this class and i guess i'l love it even more when it will be more coherent.
Critical Strike - Not bad, but not really useful given various relics as compensation.
Arrow Turret/Multishot Turret - Solid talents, good scaling. Useful as a form of CC or for enemies you don't want to get near.
Multishot - Max this skill out first (with a point or two in turrets along the way). With max Swiftness (8 attacks/second), this is absolutely brutal.
Homing Rocket - Max this second. There's a few relics that mimic this effect and all of them seem to stack with it.
Arrow Rampage - Excellent (nearly) fullscreen AOE.
Landmine - Not very useful. Fast CD, useful if you can dump 3-4 of them on the boss spawn location prior to spawn, but not really otherwise.
Grenade Throw - Barely more useful than Landmine. Short range throw means by the time an enemy comes into range they'll be hit by your basic attack faster/more.
Agility - Not bad, but not brilliant. Procs occasionally, but mostly just good for bosses. If you constantly auto-attack and have a high Agility, it'll help make up for lack of Speed pots early on.
Suggested point distro, when possible:
Multishot > Arrow Rampage/Homing Rocket > Turrets > Agility > Critical Strike > Grenade Throw > Landmine
the only thing i have to say is that the marksman skills SHOULD SCALE WITH DEXTERTY, never with strength, because is a ranger char and agility is the main skill.
but besides that, it's well balanced.
(i speak spanish, sorry for my bad english)
probably -strength so needs to be taken a look at.
This is because Multishot + criticals + High STR gives him a great DPS.
That DPS is fair, i'm not saying it should be nerfed.
But his skills are just (almost) useless in terms of Damage and utility compared to his AA.
So i find myself using his skills rarely and when i do it's not for their damage output.
Turrets:
I see them as weak shields, only real function for them at HL.
Still i don't like the two turrets skills for the reasons mentioned in my previous post.
They would better suit an "engineer" class, as in Team fortress 2.
Mines:
The mine is still a bad skill even if it now scales with STR for damage.
It's explosion radius is 1 tile only or so with mediocre damage?
I'd rather see the skill replaced by a new one that would be more interesting for a marksman.
Arrow rampage!
Arrow flies all over the screen, an enemy can be hit 5 times or so.
Damage increase per level is only 1 point, useless.
Damage scaling is nice with STR though.
This skill is practical for clearing a map from bushes and stuff or killing low level enemies.
But arrows flying from left to right of the screen seems kinda weird no? :P
I'd prefer a skill that makes the marksman shoot arrows in an AOE pattern all around him, think like the skeleton marksman attack with which they destroy our turrets everytime but apply it around our Marksman in a medium range.
Arrows falling from the sky
I like the new grenades skill, nice damage and decent range now.
I'd like those 2 skills, turrets and mines, to be changed to skills that better suit a marksman/archer.
I'll drop here a few ideas:
-Flame/poison/ice shots
For a few seconds, one of this effect is selected randomly and applied on markman's auto-attack arrows.
-Deployable Shield
Marksman deploys a stationary shield behind which to take cover from damage.
The shield take aggro from enemies as turrets actually do.
I guess i'll have other ideas later, what do you think guys?
I drop turrets for tanking and use the arrow rampage to clear urns and crates to save time. Overall I would just really like to see different procc skills and maybe switch out one of the use skills for a single shot with cooldown like in Diablo 2. This shot could be a stun shot that with every level in it stuns for a longer period of time and maybe has a 10-15 seconds cooldown with a stun duration of ~5 seconds at level 100.
Maybe make one of the skills that the marksman has a group buff of some sort so you aren't there for just the damage purpose but you serve like a group utility.
Just a thought :]
I'm playing right now (1.4.0.3) and I see that when the skill procs, I see both an arrow and a missile, both doing damage to dummies. Is this intentional?
It's easy to see since I have 25% chance of shooting a missile. I am pressing an attack button once with short pauses to see this happen.
I just noticed that when i launch a rocket i do not launch arrows and it sucks imo as it kills my DPS.
It was better the way it was before, now I feel punished when launching a rocket.
I don't even know their freaking explosion range.