Musket overhaul suggestion from dedicated musket user. [PvP side]

Hi, I’m a player who has only stick with musket & rapier since launch.

Also I do a lot of pvp such as duel, war, field, making a video for them.

[It’s playlist, btw]

Let’s get into it.

1. Current status of the musket.

-Low basic damage, lack of burst, only sustained

Because musket uses hitscan that easier to hit something,
the damage value is much lower than bow/mages, and yeah, It is a sure thing.

However, this makes musket damage against heavy armor is a joke.
[Lv 60, 570 GS musket, shooting at tank HA gives around.
700~800dmg on a body, while the head is 1200~1300]

They are only strong against light armor, currently.
[Usually hit 1300~1500 on a body / 2100 on head]

Also since we don’t have burst damage capability,
there is no way to kill “HA/Healer” too, but It’s common problem for
the most weapon now so hopes it is addressed as a good direction for both DPS / Healer.

-Active skills.

We don’t have a “Burst / AoE” skill while
Single DPS is not that great, because low damage of the musket.

All of the 6 skills are have at least 1 disadvantage.

3 Overload shot types have to reload, which can’t move.

Trap makes you walk, not run.
(Actually, it’s fine for me, cause the “scent of blood” is great, still hard to land it though)

The shooter’s stance locks you into position.

Sticky bomb - 3 seconds timer to an explosion
while it’s already hard to land on target, moderate damage (Fire, 175%) with awful passive.

  • Gain 40 stamina on hit (Seriously? Why do I need that on the attack, not utility?)
  • Only direct hit 3 seconds slow (Is this joke?)

-Passive skills

The current only worth that must have passives are these.

Tactical reload - Dodge reload weapon for every 6 sec
Hustle - 10% movement speed after dodging for 3sec
Ballistic advantage - remove damage falloff
Weekend defense - Increase stamina damage against shield blocker.
[Actually, its effect is so small, not worth but better than nothing, that’s why]

What about others?
All self-buff passives are gone, whenever swapping weapons while it is
essential to PvP that using musket reload skip, as you can see on my video.

Headshot-related passive Hitting head is not easy already, also not rewarding much too.
Just shooting at the body more is efficient if the aiming head takes long, because of
poor basic damage multiplier. [It can be improved by getting “Vicious” though]

Penalized on exhausted status
Did you guys know that reloading musket on the exhausted status causes
takes longer to reload & unable to swap weapons, while none of other weapons doesn’t
have a similar penalty?

2. Suggestion.

First of all, remove the reload / impossible weapon swap penalty on exhausted status,
it’s unfair while other weapon doesn’t have them at all.

-Possible payback for what I want

If you guys think that should give a penalty before
buffing or changing musket, consider this.

Add recoil.
Add ADS sway.

-Active skill changes

All overload shots.

When the musket is loaded already, remove reload process.
If it is empty, apply overload shots reload takes only around 0.5 seconds.

At the current stage, the musket can’t utilize skill often, even its cooldown is gone,
during combat, need to remove/negate this thing.

Also, this makes the combination of overload shots can be used as
burst damage, which we don’t have.
[Assume this will make all muskets will use Trap + 2 overload shots though]

Sticky bomb

Give basic “Blight debuff” or make it additional passive, if it is too much.

Its current design is not trapper at all too.
Doesn’t have a single basic debuff, only came from passive which requires a direct hit.
[It expire 3 seconds, can’t use the benefit of “Lethal combo” easily at all]

If you gonna keep maintaining the timer thing, give something that can be rewarded.
Current only 175% damage? Joke.
[Even its fire damage, can’t be improved thrust damage increase]

Sticky bomb
P1 - Reduce enemy 40 stamina on impact.
P2 - Apply for blight status on impact, 5 sec.


Completely change this thing into “Caltrop bomb” (Explode when its impact)
which can give sustained AoE damage & Slow.

Caltrop bomb - Apply spike occur slow on the area for 6 seconds
P1 - Add bleed damage on area, it expires after 5 seconds they out of caltrop.
P2 - If the enemy stands on the caltrop area for more than 3 seconds, root the enemy.

Shooter stance

Increase stamina damage against the shield block.

Actually, Idk how can I touch this furthermore.

I just hope this can be used as anti CC method by giving initial 1~2 seconds
super armor status and musket shooting can’t be disrupted by
normal light attacks after it expired, cause these are part of active skill.

Maybe damage buff during this?
Idk, it’s useful as a group/field fight, not designed for a 1v1 fight so…

That’s why I usually bring “Shooter stance / Sticky bomb” at the same time
which makes me have 4 active skills, even I can use only 3 of them.

Swapping for suitable situations, which causes a waste of my skill point,
cause using azoth everytime is painful.


Did you know you can “Dodge over” it?
It can be broken by a light attack too.

At least it shouldn’t be dodged over, directly.

Possibly gives DoT too though… maybe I am greedy about it.

Also “Double trap” passive break cooldown timer.
It’s not working properly so just hope to change it to a 50% cool-down reduction.


I think All Self-buff passive should be changed to debuff, but it’s only affect
my play style which swapping weapons frequently so maybe it’s not a common thing…

Anyway, I think All forms of headshot related passive should be changed to
some “Quick scope” (Seconds should be counted after fully ADS) type.

The example will be like this.

“ADS gives ~% Empower for 1.5 seconds”
“Successful consecutive 2 shots made within 1.5 sec ADS will reload weapon instantly”

I know it does not match IRL sniper but It’s game.

I think this way will reward musket players much easier than keep landing a
headshot, while still difficult to achieve.

Identical cooldown indicator of tactical reload.

Too many things use samme clock icon,
while this thing is most important to musket.

-Useless passives I didn’t write up

-Sharpshooter tree

Greater Accuracy / There is no penalty for hip firing.
*Hip fire still slower than ADS fire, there is a delay.

Heightened Precision
Landing shots while ADS generates stacks that provide 2.5% damage per stack. The damage boost goes away after 6 seconds of not landing a shot or when the player stops ADS.
*Unable to maintain a stack, at least in PvP.

Called Shot / ADS for more than 3 seconds to get 5% increased damage.
*Who gonna spend the whole 3 seconds watching somebody when in combat?

Back it Up / 10% increased movement speed if a target is within 8 meters.
*It’s already failed if the enemy standing that nearby as a musket.

Energy Burst / Hitting a target with an active debuff replenishes +5 stamina.
*Both conditions/rewards are so awful.

Overhaul these thing to something useful.

-Adding armor penetration
Because of low base damage against heavy armor, I told before,
it can be negated by adding armor penetration.

I’m not talking about it must have a flat high value all time.

It can be achieved by changing or adding passive, such as…

Puncture - Gives 5% armor penetration on musket attack, also whenever
musket hits on target, apply puncture debuff which decreases 5% damage resistance
against musket only, 6-second, Max stack 3. [Result in 20% armor pen]

Additional mechanic of stamina damage
Musket doesn’t have a heavy attack, which makes it harder to against shield blocker.
Hope shooting at *Leg / Head" will cost more stamina to block.

3. Closing

Well. I didn’t write them up like “It must be achieved” mind.

I hope they change some mechanics so
at least competitive musket PvP users do not feel unfair,
because of its weapon design limitation.

The detailed value should be considered by AGS, not me, it’s their job.

I just give a concept of what I think to them.

Hope it works, cause it’s painful to play musket currently.

Even seems I can make some of the good performance as video
but It’s designed limitation makes me feel so bad nowadays.

*You can see that I can’t use 3 active skills often even they are not on cool-down.


Props to OP for giving a well-detailed info on the musket current situation.


I’m against the “Add ADS sway.” I think it would hinder more than help.

True. I mean, “If they have to give us a penalty”
When they gonna do this, it should be along with a huge buff.

I think recoil is fair enough to get some buff/changes,
it also makes shots feeling more entertaining.

1 Like

yea i agree musket need some overhaul to make it more viable


Good Post.

I was about to post much the same, but good I searched first.

My play experience:
Started the game to play as Musket/Rapier. Currently level 56, with Level 20 in musket. So fair experience across multiple levels with LOTS of musket use. I mostly play solo/pve.

After I got to Level 20 musket, decided to level bow as alternate ranged weapon. OH MY GOD!
Not even 3 or 4 skill points into bow, and I am doing DOUBLE the damage, shoot faster, and its so much more versatile.


  • Reload animation for 1.5 to 2 seconds after every shot!
  • The shot damage is WAY LOWER than bow. For the slow attack speed, you should be doing more damage per shot, not less.
  • Activating any shot ability triggers a NEW reload. If you dont plan ahead to trigger a power shot, you are better off not doing it or you will waste an entire reload animation.
  • Activating any power shot FREEZES you in place, to do the reload animation. You should be able to reload on the run.
  • The power shot reload animation cannot be cancelled. You cannot dodge out of it.
  • When kiting and dodge-rolling, the reload animation constantly gets stuck, repeats itself, or refuses to reload, leaving you hanging unable to get a shot off.
  • Musket as far as I am aware, is the only weapon that does not have a light/heavy attack. You only have a single attack mode (more below). Bow gets a 70% damage bonus for a long draw. There is no equivalent for muskets.
  • The passive damage buffs are all SMALL, compared to what i’ve seen on other weapons. 5% or 10% damage increase, as opposed to 20% or 25% which is common on other weapons. Makes most of the passives barely worth it. You have to take them ALL to make a difference, giving you few other playstyle options, and it still does not add up to a single heavy attack from a bow.


  • The reload time should be way less, and standard reloads should NOT be interrupted by dodging.
  • The power shots should NOT trigger a new reload.
  • The power shot animation should not freeze you in place for 2 seconds, you should be able to do it on the run.
  • The damage should be scaled up to be equivalent to other ranged weapons over time (either more shots per minute, or more damage per shot).
  • The passive skills for musket could do with some major improvements. (More armor piercing options, dodge-breakers, slows, leg-shots).
  • Called Shot (5% damage after aiming for 3 seconds), should be a STANDARD MECHANIC, not require a skill point. Make it 50% damage bonus after 3 seconds of aiming. This will in effect give muskets a ‘heavy’ attack equivalent. (Reminder: Bow ‘long draw’ is a 70% damage bonus, and doesnt require any skill points).
  • Some AOE options (I will provide examples below).


  • Stopping Power should be a modifier to Power Shot, and not a skill on its own.
  • Shooter Stance to work more like bow’s rapid fire - 3 to 5 shots in quick succession without rooting you in place. (rename it to Volley fire).


  • TRAPS are great when they work, but they rarely work. The throw trap animation slows you down. Traps are easily avoided or ignored or simply dont work. Replace with a LEG SHOT. Improvements can include a slow, reduced stamina regen, and a self-heal (traps already include a self-heal).
  • STICKY BOMB to be replaced with a SHOTGUN ROUND - does 50% to 75% damage to all targets within 5m of hit. Improvements can include damage, bleeds, and increased area of effect. (See rain of arrows or splinter shot).
  • STOPPING POWER to be replaced with PIERCING SHOT - does 100% damage, but ignores 50% of armor. Improvements can include a rend (armor debuff), a shield break, and a bleed over time.


  • Covering fire - reduces damage to team mates.
  • Extra Smoke - Provides concealment to the musketeer, reducing incoming damage, or giving an extra evade chance.
  • Crouch/Prone could provide greater accuracy/stability/damage.
  • Enfilade Fire - (or Piercing rounds) - hits multiple targets in line of fire (see Penetrating Shot).
  • Jacketed Rounds (armor piercing), Hollow points (stopping power), Rifled Shot (Accuracy/damage).
  • Butt Strike - Melee ability to stun targets.
  • Bayonet - Melee ability to stab targets

Just saying … there are LOTS of options to improve musketeer builds that are immersive without resorting to ‘magic’.

Ofc, some abilities/numbers are subject to balance, but the above in my opinion will bring musket up to par with other ranged weapons. Currently it is not.

EDIT: This post made me think a bit more about bow/musket comparisons.

  • long draw gives 70% more damage. (Takes about 0.5 seconds to activate). No equivalent ability on muskets.
  • Very first point on Bow is ‘Aim True’, +30% damage on long draw, as a passive. There is no passive on muskets which come close to +30% damage on any shot.
  • You can literally fire every single arrow as a ‘long draw’ and still have a faster sustained fire rate than musket (reload is longer than long draw). This will allow you to easily do DOUBLE the damage of a musket, regardless that you have 1 skill point in bows, and 19 skill points in muskets.

Totally agree, musket is hot garbage. All good suggestions here. AGS needs to reduce reload animation times and to make the reload animation start immediately after the shot. They made the mobility on the musket is so trash, just to reward you with pathetic damage.


Musket is a trash, but: I see a lot of problems in you build.
For duels, pls check it:
you need:

You must have these 2 perks on you armor (not musket, it’s important)
and this gem is pretty good, because you powder burn will became a CC
and trap is a CC

1 Like

I’m using pristine opal now, which gives 15% damage while not stamina is full.
Also, have crippling powder burn shoes but not using it, due to I’m not using
Kick them when they’re down.

Shooter stance on 1v1 without trap is usually suicide unless they are melee and far away,
so empowering is not that great too, I rather keep getting a bonus of 15% damage of Opal,
while moving/rolling, which I do often that you can check it on videos.

Well, they are just not my style but thx for the suggestion.

Yeah. Bow has superior damage passive while can do combination skill shots like
Long draw [heavy attack] → Pen → Poison thing without problem.

Today, when I talk about “Headshot only gives 800 damage on heavy armor makes me mad”
and also “Skill designed so bad that can’t use during combat, while others can without any problem” one of my company members who use a bow says “You wanna musket being OP?”
so I just got out from them. I’ll also do server transfer, btw. Just horrible.


But you have a lot of useless perk in your build, no?
Critical reload
Called shot resuply
Sniper mode
Empowering headshot
Shoot more

My post is not negative, just wanna help you
There is a big burst based on CC status of your target. Malachite + empowering weakness + kick them. And you don’t need headshots.

Well… Called shot is useless for me, cause I’m not going to spend
3 seconds on ADS for 5% damage.

Critical reload is worth it when I do PvE actions, cause I can land headshots often.
[During shooter stance also proc this one]

Called shot resupply also gives me the advantage, for the same reason.

Shoot more for PvE.

Empowering headshot is sometimes worth that
I could make headshot → tactical reload → shot to get bonus.

I use sniper mode on PvP too, cause It provides a 3x magnification.
[Cause I joined war often, 11 times so far]

Missing a Weakend defence is can be trouble against sword & shield users.

Back it up is useless, should swap weapon when enemy nearby, like 8m,
which distance that proc passive.

I just don’t like a double trap, cause It breaks cooldown timer,
maybe I would like them when it is fixed.

Also If I gonna use a lethal combo, I would get stopping power with additional
2 passive, instead of shooter stance.

I will try your idea, ty

Great feedback on the Musket! I’ll be passing this feedback on to the game team for review.


ALELUIA, a Moderator responded after so many posts complaining about the same thing… THANK YOU!
another post about musket that you might want to take a look at

I’ll add some suggestions and feedback as well…awesome thread good feedback here!

I really like the musket idea, I enjoy shooting it but the abilities are definitely lackluster and need improvement. I like a lot of the ideas in this thread and I think they all are good and could be more useful than what we currently have.

The shots (powder burn, Power, Stopping Power) are a mixed bag. I think the reload animation really takes away from them but I kind of like they are on the next shot the effect takes place. I think just making these reload work while running would be fine. BUT I think there’s too many of these and we could have much more interesting things in it’s place.

Power Shot - Not really a wow skill, I’d like to see this replaced with something else really, a penetrating shot or something that ignores armor or a percent as someone else suggested would be good here. Maybe starts at 25% and the first or second passive gets it up to 50 or even 75%.

Shooter Stance - I’d like this to not be stationary be able to use it at a reduced speed or something to that effect. The whole kneeling aspect is clunky and just throws off everything, slowing down would be much better and still allowing people to catch the musket user. Passives are ok…not great but ok.

Stopping Shot - this doesn’t really stop anything, honestly I’d like to see it be a true stopping shot, as in a knockdown. You hit someone you knock them down, that’s what I call a stopping shot. The slow is already worthless so it would need better passives if you change this. Maybe a damage buff for the secondary on knocked down targets. The third could be cooldown reduction or something to that effect.

Traps - Not a fan of traps it’s alright but just not my thing, I think the caltrops idea from OP would be fantastic here in it’s place. Aoe about the size of Metoer Shower or maybe smaller with a snare area, the passives could be roughly the same rend, heals, and maybe a bigger aoe area or longer lasting. This would make muskets really useful in bigger group fights and maybe a little scary.

Sticky Bomb - I love sticky bomb concept it just makes me smile and get excited but it’s pretty lackluster as an ability. I see suggestions to remove it and put something else in it’s place but I think it’s a nice unique concept. I’ve been able to arch this thing for really long distances and it’s so satisfying when I hit something from that far. What I’d like to see happen is

  1. Better AOE coverage (ice storm area maybe on explosion)
  2. Detonate option - You throw it then click hotkey again to detonate it. This gives the musket user control over when to burst. Cooldown would start after detonation.
  3. Some sort of effect after explosion (Blight would be kind of cool for like 8 seconds or something as OP Mentioned)

Passives could be

  1. Increase AOE Range (max of meteor or ice storm radius) or Stamina Drain if aoe increase is base
  2. Blight Debuff (maybe not as strong as current form)

I think the rest of the passives and reload times are pretty well covered by other posters in this thread.

1 Like

Aquilifer, I have some problems with your build.

Called shot is useless. I’d rather fire off 2 shots than spend 3 seconds waiting for a 5% damage bonus. Also, 3 seconds is an eternity in pvp.

Back it up. Nice on paper. Useless in actuality. If an enemy is that close you should be swapping to melee. Unless you running away, but then the dodge roll plus hustle is more than enough.

Your build is also missing the essential armor/stamina breaker which gives you 10% armor piercing as well. This one ability is absolute gold against shielded mobs.

Nice tips on the perks to look for, but all weapons have great perks as well. It doesnt change the fundamental problems with musket.


Just to add 2 cents. I tried to use 2 musket and prepare 2 powershots… Well I can’t.

I know I was going to have a terrible build with just 1 weapon, but I thought I could prepare 2 bigs shots and keep swapping the musket. It is 1 powershot preparation for all weapon slot, kind of sucks.

1 Like

Bring trapper skill set to at least how it was in preview versions. I like how you need to utilize stamina to do stuff. Stamina should affect more than just musket it should affect all combat mechanics.

1 Like
  • Called shot is useless
    It’s not necessary to wait 3 seconds. Just forget about it and sometimes it will help you, especially in open world. Btw, you can be in scope mode after you shot. And this is the only option here, because you have only 3 options, 2 are shit.

  • Back it up
    Maybe it should be changed to armor penetration.