regarding marksman

Discussion in 'General Discussion' started by Javier, Sep 10, 2021.

  1. Javier
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    Javier Donator

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    hi friends

    I'm back around after a break in-game and I'm a bit lost about all the skill updates these past months.

    could someone please make a TL; DR for me regarding marksman changes?

    what's it about soul arrow now, and what should I optimally do with it? is final attack passive now? do I need to reset my 2nd job SP for it?

    is snipe any different?


    hugs <3
     
  2. RazumDar
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    I'm a BM, not MM, but the basics are:
    MM mastery is now 100%, basically a decent passive damage buff. BMs didn't get this, obviously.
    Puppet now has huge health, actually sticks around for a bit against bosses.
    Soul arrow now works just like Shadow Stars, consumes 200 arrows on skill use to give you infinite arrows until the buff runs out. They bumped up the attack on arrows a bit so this also works out to a constant damage buff as long as you have good arrows.
    Not a ton, basically just works out to a moderate damage boost but you have to carry arrows around. Each stack of 2000 arrows will last you 20 minutes, as long as you don't use the skill before the buff runs out, so you need to pack mule a ton of them if you plan on doing a lot of bossing.
     
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  3. Relmy
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    Ademas Blind ahora funciona en Bosses..bastante bueno en lineas generales..
     
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  4. Cooler
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    -snipe hits through weapon cancel
    -pierce won't fail if youre hit while firing it now, huge qol
    -blind now affects bosses and this gives a great avoid boost to you and your party
    -marksmanship increases mastery to 100%, , and increases w.att, a very nice buff

    and as other's have said soul arrow now functions like shadow stars, but arrows now give up to +10 att, and they can be bought from NPCs, and puppet has 20k hp now
     
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  5. Javier
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    sí, recientemente probé mi dps en un pap solo y me percaté que le aplicaba Blind, porque siempre lo he tenido en medio de mi macro junto a SE/MW20. esto podría abrir oportunidad para aumentar la avoidability, algo así como un muy mediocre "smokescreen" en caso de afectar al enemigo hahahaha. gracias por tu mensaje en español, lo aprecio!

    yeah so far from what I've seen and tested:

    • snipe hitting through weapon cancel got changed back to not hitting through. bummer.
    • piercing arrow's casting time got reduced and can now be shot mid-air (simply incredible for mobility, making it way more reliable now).
    • indeed, blind affecting bosses can lead to more avoidability for the party. too bad mine's level 1 still.
    • marksman boost got nicely buffed, imo a nice step up for marksmen away from bowmasters.
    • soul arrow working like shadow stars now feels a bit annoying, but takes into account the arrows' weapon attack so I guess it's fair enough. I'm having a bit of trouble making enough room in my inventory since I always save a ton of shit from about 7 years back.
    • puppet being tankier is also super nice. way more useful now!


    tbh I think the soul arrow tweak is pretty cool. makes the playability somewhat more challenging/annoying, but therefore rewarding too. feels kind of good to actually think of arrow usage, inventory space, by paying attention to it. having diamond/blue arrows on me felt stupid if I couldn't fire them comfortably, knowing their attack would be barely noticeable made me just keep them on the bottom of my inventory as souvenirs.

    just one unsolved mystery... any idea if final attack got changed? for good at least?
     
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  6. Cooler
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    FA did get a qol update, its an active skill instead of passive, so you can control the windows it can activate better, instead of all attacks being affected by it.
    unfortunately its still a bit clunky for archers because of the way it procs for them. hopefully a simple solution can make it slightly more functional one day, such as possibly applying to some other skills, without making it op
     

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