January 2022, musket condition is pretty much the same. you can either
- Follow the current meta, which is elemental musket → shoot several time → let your rapier rotation do the rest of the job. This strategy works relatively well at mid-long range
- Camp certain spot → use Empowered Sharpshooter + Powder Burn → become long range machinegun beast for 5 shot → wait for another 17 second for rotation reset.
This two strategy is the only viable way of play for musket that i’ve known, and both of them are heavily relied on Glass Cannon build and max Sharpshooter tree only, leaving most of Trapper tree on garbage bin
Just like last month, i propose several change which greatly benefit both tree. Sharpshooter tree are more toward “patience, big number”, while trapper tree shine in mid range, thus making it more synergized with other melee weapon.
**Sharpshooter Passives**
Salt On the Wounds: Replace Critical Reload
Called Shot: Hold aiming for 4 second will increase the damage on the next shot by 50%
Heightened precision: Musket shot ignore armor by 20% on PvE. Musket damage ignore armor on PvP based on armor weight, 10% on light, 20% on medium, 35% on heavy.
Hit your mark: increase critical hit damage and headshot damage by 10% for target farther than 10 meter
Empowering headshot: critical hit or Headshot add 15% damage on next shot
Called Shot resupply: hitting target with your musket reduce overload skill by 10%, has 5 second cooldown
Sniper: 3x zoom & Every 5 second give you guarantee critical hit on next shot & increase headshot damage by 20%
**Trapper Passives**
Critical Reload: Moved to trapper tree, greatly reduce reload speed after activating any trapper tree skill. Stack up to 3 times.
Close Quarter Training: Replace Back it up, replace hip fire (musket LMB) with rifle buttstock melee attack(Alpha musket lmb) which deal 70% weapon damage and knockback any non elite target. Knockback effect has 8 second cooldown.
Empowering Weakness: Activating trapper skill reduce other trapper skill cooldown by 15%
Kick’em when they’re down: increase damage by 10% for 5 second when the target affected by trapper tree status effect.
Lethal combo: landing musket shot mark the target for 10 second, increase next musket shot damage by 20% while refresh the mark duration. Hitting other target or changing weapon will remove the mark
**Sharpshooter Actives**
First blood (power shot): Increase damage by 10% on target above 50% health
Bullseye (power shot): Next musket shot deal 130% damage and cannot be replaced with other Overload skill
Powder Burn: Deal 100% weapon damage A.K.A no damage bonuses
Chronic Trauma (Powder Burn): Headshot or Critical Hit Extend Burn duration to 13 second
Shooter’s Stance: Reduce standing mobility by 80%, crouch mobility by 40%. Build up damage up to 40% on 3 second (doesn’t stack with called shot passive) for the next 3 shot. Normal reload speed. 15 Second Cooldown
Marksman (Shooter’s Stance): Not moving/ crouch/ prone reduce Shooter’s Stance cooldown by 15% every 2 second
**Trapper Actives**
Stopping Power: Add Knockdown when hitting target at least 10 meter away. Target cannot be knocked down by the same skill for 10 second, and will receive stagger effect instead.
Lasting impression (stopping power): add disease for 8 second, reduce healing received by 30%
Unflinching walk (sticky bomb): Remove stamina by 60
Sticky slow (sticky bomb): add bleed damage for 5 second
Traps: Trap last for 2 minute, trap cannot be destroyed by area of effect. Increase root duration to 5 second. If target get affected by another trap in less than 10 second, reduce duration to 3 second.
**Equipment Effect**
Empowered Shooter’s Stance: When active, Increase headshot damage by 10-15%