Every hit staggers. It might be not much (and it shouldn’t be more, it’s already pretty severe), but once a GA is breathing down your neck, you most definitely feel that mini stagger when a musket hits you and the GA is suddenly in bloodlust range.
Yeah it’d take perfect coordination among the musket kill stealers. But imagine, assuming it’s a coordinated OR on coms and stuff, 2-3 guys aiming and doing a 3-2-1 countdown and all shooting at the same time. While yes musket hits for way less than alot of other weapons, with multiple shots coordinated could work.
It’d be a very high risk high reward strat. You mess up the timing, or your musketeers get spotted and taken out you just give the enemy a free Baron essentially. But if you can pull it off you get Baron and your main group can push another control point. You’re right if they are aware of this strat they could play around it by having their own people hold big attacks till he’s almost dead too. At that point it’s just a timing game, could be an interesting dynamic.
Hell, at this point i would take a knockdown effect on stopping power instead of the stagger that just makes the follow up shot harder.
Don’t see any risk in it. Assuming you were not going to/couldn’t realistically fight for that baron anyway.
Still a GA execute (assuming anyone specced for it, lul) would hit almost as 3 muskets. As for timing multiple muskets, you’d need to be milisecond perfect for it to work (well at least if there’s a lot of enemies hitting the baron at the same time); leave even a tiniest window and one of the tons of random attacks on the enemy side will finish the job. And since you would attempt this at higher health than you would do it with a solo musket (so basically, if it fails, it fails, you won’t get another chance to try at 1-musket health range), I’m not sure, I’d say a solo musket would have a higher chance for success (vs many enemies).
If enemies are doing something like a solo or 3-man baron though, then 3man musket team steal? Ez.
Just go hammer/axe + life staff + heavy armor for now until they balance things out
Okay here is my take,
Musket players are needed in outpost rush to clear objectives. If you’re looking to be the top score player on the roaster get different weapon.
You’re a glass cannon high range DPS, you go 300 DEX / 150 INT for the perks and the weapon dmg. You make sure to have crippling powder burn and keenly jagged or/and enhanced on your weapon.
Once you’ve got that basis, you clear out light/medium armor targets, delay the enemy from getting brutes/upgrades and steal baroness from a range. You also put pressure on key figures in fights. Don’t give a crap about kills, just knock the people down to 0 HP.
Yeah I mean intentionally choosing not to push with the team and hoping your guys can steal it. Of course if you’re team is a bunch of potatoes and will ignore Baron anyway there’s no risk then. I am talking about this strat within the concept of a coordinated team.
OH yeah it’d be a tricky thing to time correctly if they knew what you were trying to do.
Dunno might be a terrible strat that only works in PuGs, was just an idea I had after stealing Baron last night. Thought it could be an interesting twist on the standard OR strat.
Those steals happen often enough (at least 1 in 10 barons, if not more) in random OR’s that it really should not be scoffed at as a strat. It’s always 1 musket, but if you make a musket squad work, be sure to tell the story Xd.

I think in a previous version, the Musket was in fact a Gatling Gun, that could explain the poor damages per shot.
How this shit is possible even in PvE ? The Shooter Stance ? So what is the purpose of an instant reload in that stance ?
The problem with that skill and shooter stance if that it seems like the critical reload shot just goes of on its own, so you get a double shot, but the critical reload shot rarely hits anything.
So whose dumb idea was it to reduce its fire rate without increasing damage per shot with this horrendous reload timer?
Haha I don’t know how it was before but I suppose something happened in the Skilltree for the Musket (or a nerf in damage or delay).
Often in PvP games, melees HATE the ranged.
I don’t think it is a good idea to use anything that is focused like a single shot in this game for mass PvP. What you see and what happens are two different things. Now think about the players you are fighting are 6000 miles away from the server and how far are you? All that mass communication and synching before you even see(or should I say saw?) a target in a position.
perhaps this is why the AoE aura damage is so popular. It is hard to avoid even if you aren’t where I think you were.
I love the musket even if it isn’t that great, but I’m really excited for the BLUNDERBUSS. Hopefully they forget how to balance it for the first couple of weeks and just melts people.
I am hopeful for the Blunderbuss too, but I am going to try Void Guantlet, even though I have not been that fond of magic weapons, even if they are powerful right now.
I’m wondering if we’d be able to have a shield with Blunderbuss since mobs can do that and, afaik, non-boss mobs and players follow the same rules in terms of skills/weapons
It is 100% viable. 250 dex 150 int has pretty good synergy with crippling powder burn perk. Everyone wants musket to be a one-shot weapon, but stacking rebuffs and getting the follow up headshots are what you want. With that, even heavies can be touched. In the end, it comes down to aim, and OPR is bar none the best place to practice shooting.
P.S. snipe baroness for extra trolling goodness.
Not only it is getting banned from wars, but people troll their teammates at the start of OR saying that they will use musket. (Then they laugh and pull out their GAs.) Very viable in the sense that your teammates cannot votekick you out of OR for using it.
My company hasn’t banned anything, so I can’t say I know anything about that. Musket will always be at the bottom of the boards though. No doubt.
Not gonna lie, after having spent a shit ton of gold experimenting with different builds i kinda got it to a point where my shots dont feel like im slapping my enemies with a wet noodle, and i really enjoy playing with the musket now because it feels like im not just dragging my team down so i can shoot people.
Kind of a no brainer that took me a while to realize, but get the OPR buff food when you can for more damage, and use a honing stone.
Picking your targets is really important, even though i can eventually down a heavy if i dont whiff my shots (crosshairs are still my biggest obstacle), i find it alot more interesting to pick off their bow users, mages, and other musket users that are trying to do the same as me. Or simply force people back because they just lost 2/3 of their health before they even got into melee range and now need to reconsider their options.
Still, heavy healers is kind of a lost cause at this point. Heck, even light healers are relatively hard to kill unless you manage to get the stars to align for that big damage.
Went 12-0 in my last game, and thats just not last tap kills, i would say 10 of them were me taking a dude from 100 to 0. While its not world breaking, its a big improvement from being bottom bitch on the ranking board.
But its situational and dependent on what your team is doing, if you are with a bad composition or just a weak team, you are gonna be even weaker than most other builds.
But if you are with a strong team that has enough melee to keep them occupied, then you just need to sit back, pick a squishy target, watch out for counter sniping and not miss your shots.
I still dont feel like a musket/melee setup can contribute as much as many of other weapon combinations, but thats why i run a firestaff as my secondary option. This makes me weak in close quarters since i have no stun or knockdown, but gives me two good aoe nukes to help the team, and a bail out option that has saved my bacon quite a few times. Its not amazing, but since i am very tired of playing heavy melee, its a fun build to play.
And like Jack said above me, the musket is not that big numbers one shot weapon some people might have been hoping for, its more about stacking buffs and hitting your follow up shots.