Alpha mini-guides: Marksman

Disclaimer: As 2038 progresses, much of the info in these guides is very likely to, or even bound to, not apply in the future. The purpose of these guides is to highlight how classes differ from their Global/SP counterparts, so as to provide leveling testers with more efficient ways to test later content.

Disclaimer #2: The builds outlined below are most often functional after lv30, as they do often use lv25-30 skills. It is noteworthy that not all such builds will be easy to start from lv1 with, either due to high gear dependency (ie Shrapnel) or a significant lack of AoE that would assist in leveling. Therefore, in such cases it is highly advised that testers either

  1. deviate from such builds in favor of more AoE-oriented ones early on, and later reskill to them, or
  2. account for the relative lack of AoE through the use of early/mid-game weapons that assist in that front, either by themselves or by providing AoE skills.

Should a Marksman decide to build around AoE as mentioned above, Aladinf’s Grenadier guide may be of much use in this regard.
His suggestion of +boost rate on armor can also be invaluable to many builds that use Multishot, including the ones outlined below.

What’s the Marksman now?

Global had Marksmen excel at single-target damage, and this couldn’t be untrue in 2038. Marksmen are still a glass cannon, burst DPS class, that can deal massive damage if kept out of harm’s way.

While Marksmen now have fewer endgame weapon options (as Thor’s and Hurricanes don’t exist), the sheer power of Shrapnel and Exploding Spikes allows for (slightly suicidal) nova builds that simply weren’t decent alternatives to crit builds before.

Key differences with Global (details in spoiler tags)

The Infliltrator and Lazy Envoy/Forgotten Warrior sets don't exist. The Unique Techa set provides great damage bonuses, but does not provide almost any base crit, with the exception of the "Somberg's Guise" helmet. Thus, crit builds will be harder by comparison.
CCM values are halved.> This factor makes crit builds even harder, particularly for Marksmen that dual-wield. However, Marksmen do still have ways to go for very efficient crit builds, especially with 2-handed weapons (more on this in "Gear" below).
The Camouflage skill exists. Despite it being dependant on the player being in Sniper mode, this is a class-changing TC skill; it provides a 2nd disengage button. This alone would boost the class tremendously, but it also grants the player with up to 5 seconds of **invulnerability** as long as they stay immobile, even if they continue to attack.
Novas work. Possibly the most basic difference with Global, in 2038 Shrapnel and Exploding Spikes currently* work terrifyingly well. This, coupled with Multishot or Rapid Fire and Ravager/Rebounder Rounds, provides Marksmen with an alternative build option that isn't merely viable, but can by all means **outperform** the traditional crit builds.

*This is an aspect of the game that is very likely to change in the future. But currently, it’s a very efficient leveling/farming option.


See here for early footage of a shrapnel/MS build in action.

Gear

Marksmen are in a rather similar situation as they were in Global in this regard, apart from the differences outlined above.
To elaborate:

CCM values are halved. Thus, crit builds are comparatively harder, so many Marksmen will prefer to use "Duellos of the Duelist", "Sue Steadiers" and possibly "Eyes of the Maverick". It's noteworthy that "adds x% elemental damage" properties are doubled, so practically any 2-handed weapon (such as the endgame Legendary and Mythic "F-S Force Magnums", previously Gatlings) with 5-6 slots **can** still be critcapped **and** make up for the loss in damage that would otherwise come with having to use more CCM mods.

See here for footage of a set of Hu’s and here for footage of an F-S Force Magnum that both use no CCM at all but employ high amounts of +ele.

The norm of CCM/ele still works. On the note of "adds x% elemental damage" properties being doubled, it's noteworthy that the traditional weapon/mod choices of CCM/ele still perform magnificently. While it may generally be slightly more effective to strive for such a setup on a 2-handed weapon rather than 2 1-handed ones, both "Hu's Hypershots" and "F-S Force Magnums" will be stellar if set up in this way.
The class Set is still powerful, but different. The Techa set grants massive damage bonuses, both generic and caste-specific, along with very decent stat bonuses. However, it lacks base crit (as outlined above), so players may wish to not use the full Techa set or its respective Cybernet Legendaries and Mythics.
Feeds are generally much more modest. This means players don’t need to seek +stat pieces to cover feeds of weapons and mods. However, Marksmen still benefit massively from +AA/+ACC, due to the CDB they provide.

So, previously secondary properties on gear that may now be of much more use include:

Shrapnel. The mother of all damage-dealing, this property currently works terribly well. Any high-RoF weapon can truly shine when filled with Shrapnel, with the most oustanding option in this area being the popular "Hu's Hypershots".

Same link as above, see here for early footage of a shrapnel/MS build in action.

+Movement speed. The TC gear currently has an inherent -movement speed penalty. Therefore, odd pieces such as Lanzer’s Longrunners may be of much more use in counter-balancing the loss.
+Elemental damage and +elemental strength. Global had little use for this property, but currently using a Mythic set of armor that grants a decent sum of +elemental strengths can be very efficient. +Ignite strength is now more likely to actually help ignite a boss, and the Dessicator calls for massive +poison strength.

Builds (details in spoiler tags)

Given the factors discussed above, here are the rough outlines of two builds that can work sufficiently.

Note, both builds take for granted a +1 to All Skills helmet. This is much easier to augment compared to Global, and it’s generally not a rare augment by any means.

Such gear as Somberg’s Guise, Doompulse, and other +skill weapons and rings can also provide room to expand on these builds. They are not accounted for in either build, to ensure gear dependancy is kept at a bare minimum.

Sniper/Camouflage

Skills

3/7 (2+1) Escape, 2/7 (1+1)Escape Artist

The former provides an excellent panic button, and one point in the latter along with a +1 provides a decent movement speed bonus when it’s used.

7/7 (6+1) Dead Eye, 3/7 (2+1) Weapon Master, 10/10 (9+1) Multishot

Dead Eye provides a much needed passive crit chance boost.
2/7 Weapon Master is a prerequisite for accessing Multishot, but more points can be invested into it for the extra passive CDB bonus.
Multishot provides the single best burst DPS potential the class has, and synergizes greatly with any Shrapnel the player may have in their weapons. Maxed for minimizing the damage per projectile penalty (as in 2038 it starts with each projectile dealing 67% of its normal damage, and scales up to 91% when maxed).

10/10 (9+1) Sniper, 10/10 (9+1) Master Sniper

The core skill of this build, Sniper provides massive bonuses (at the cost of some drawbacks like decreased firing speed and increased CDs) and allows Camouflage to be used. Maxed for minimizing the firing speed and CD penalties.
Master Sniper provides a massive 10% passive crit chance and 200% CDB bonus while Sniper is being used. Maxed for maximum bonuses.

7/7 (6+1) Camouflage

This skill simply works wonders for the class. No Sniper user has any reason to skip this skill, as it provides both great utility and invulnerability for roughly 25% (5’’ duration VS 18-20’’ CD) of any given combat.

Note: Camouflage has a prerequisite of 3 points in the Sniper skill, despite the planner’s current depiction.

6/10 (5+1) Beacon

This skill is arguably the best single-target debuff in the game, and yields a massive bonus to all damage dealt to the target by the player themselves and their party.
Left at 6/10 due to a shortage of points. More points can safely be invested in this skill and its Multi Beacon upgrade if they’re available.

See here and here for footage of Camouflage in action.

Shrapnel Multishot

Skills

3/7 (2+1) Escape, 2/7 (1+1)Escape Artist

As above, the former provides an excellent panic button, and one point in the latter along with a +1 provides a decent movement speed bonus when it’s used.

10/10 (9+1) Rebounder Rounds, 10/10 (9+1) Ravager Rounds

Using Ravager Rounds as one’s default firing skill, this combination grants every projectile with a passive 30% chance to retarget and 70% chance to ricochet. This grants this build with a fantastic damage boost in crowded encounters.

These skills can be invested into less, or even skipped entirely, depending on one’s preferences and intended encounters.

7/7 (6+1) Dead Eye, 3/7 (2+1) Weapon Master, 10/10 (9+1) Multishot

As above, Dead Eye provides a much needed passive crit chance boost.
2/7 Weapon Master is a prerequisite for accessing Multishot, but more points can be invested into it for the extra passive CDB bonus.
Multishot provides the single best burst DPS potential the class has, and is the core skill of this build. Maxed for minimizing the damage per projectile penalty (as in 2038 it starts with each projectile dealing 67% of its normal damage, and scales up to 91% when maxed).

6/10 (5+1) Beacon, 4/10 (3+1) Elemental Beacon, 4/10 (3+1) Multi Beacon

Again, Beacon is arguably the best single-target debuff in the game, and yields a massive bonus to all damage dealt to the target by the player themselves and their party.
Elemental Beacon is invested into strictly for access to Multi Beacon, and more points into it should only be invested if the player wishes to focus on applying elemental effects, for such encounters as the Desiccator.
Multi Beacon allows the user to apply Beacon to all enemies within a set distance from the initial target, and is thus a great skill for crowded encounters.

Left Beacon at 6/10 and Multi Beacon at 4/10 due to a shortage of points. More points can safely be invested in both, or Multi Beacon can be skipped entirely, depending on the player’s available points, preferences and intended encounters.

4 Likes

Thanks for the first MM guide here. I hope there are more to come. Question about dessy and his imunity against shrapnell - is that correct? I was never able to beat dessy with shrapnell (on hit) - molloch was down in seconds

That was a great question, actually. At first I thought that it’d surely work, but apparently not. https://www.youtube.com/watch?v=Q6R-68XxKM8

1 Like

Skillplanner links updated :slight_smile:

Made slight corrections accordingly.

1 Like

Added various demonstrational videos where appropriate, and added a link to Aladinf’s Grenadier guide.

https://www.youtube.com/watch?v=svCoxfXsijI&feature=youtu.be
Can i ask why he uses only acidic fuels on physic rifle? i always thought that these mods only boosts damage of proper elemental weapon.

Fair question.
Elemental damage is added to the base damage of a weapon regardless of its inherent damage type, so it works :slight_smile: