Mechanics - Musketeer can switch between pistol and musket, and some of their shots require one or the other.
Weapons - Kits: Kits are composed of pistol(s) and musket.
Abilities
01
Split Shot - Delivers two attacks with a potency of X per shot.
02
Hot Shot - Delivers an attack with a potency of X and places a DoT effect with a potency of X for 15 seconds. Additional Effect: Pistol.
04
Overcharge - Increases the cost of your next ability by 100% to make it a guaranteed critical. 2 minute cooldown.
06
Field Potion - Restores own HP. Cure potency 150. Potency scales with DEX. 2.5 second cast time. Can be cast while moving.
08
Trick Shot - Requires Pistol. Delivers an attack with a potency of X and one extra target with decreased potency.
10
Grenade - Delivers an area attack with a potency of 200. 4 yalm radius. 90-second cooldown.
12
Leg Shot - Places a 60% weight effect on enemy for 18 seconds. Weight potency decreases over time.
15
Aimed Shot - 2.5 second cast time. Delivers an attack with a potency of X. 10 second cooldown. Additional Effect: Musket.
18
Quickdraw - Changes your weapon from pistol to musket and vice versa. 10 second cooldown.
22
Barrage (MSK) - Requires Pistol. Channeled attack. Repeatedly shoot at target enemy over 9 seconds. 90 second cooldown.
26
Hair Trigger - Increases skill speed by 75%. 15 second duration. 2 minute cooldown.
30
Scattershot - Requires Musket. Delivers an attack with a potency of 100 to all enemies in a cone before you.
34
Gun and Run - Your next shot increases movement speed by 50% for 10 seconds.
38
Piercing Shot - Requires Pistol. Delivers an attack with a potency of X. Increases damage target takes from physical attacks by 10%. 25 second duration. 3 minute cooldown.
42
Tar Bomb - Creates a designated area in which enemies are afflicted with 30% weight. 18-second duration. 60-second cooldown.
46
Stock Strike - Stuns target enemy for 3 seconds. Requires melee range. 20-second cooldown.
50
Leaden Salute - Requires Musket. Delivers an attack with a potency of X. 3 seconds after target is affected, target explodes, dealing damage to all enemies near it.
Traits
08 Enhanced Dexterity (Musketeer) - Increases DEX by 2.
14
Quick Repeater - Your shots have a 15% chance to increase the potency of your next Split Shot.
16 Enhanced Dexterity II (Musketeer) - Increases DEX by 4.
20
Two-Gun - Allows the use of two pistols.
24
Ubercharge - Overcharge now increases the cost of your next ability by 75%.
28
Enhanced Grenade - Increases the radius of your grenades to 8 yalms.
32
Tactical Barrage - Increases TP regen rate while under the effect of Barrage (MSK).
36
Sniper Training - Your shots have a 10% chance to make your next Aimed Shot instant.
40
Enhanced Leg Shot - Your leg shot now places an 80% slow effect.
44
Enhanced Hair Trigger - Hair Trigger now increases skill speed by 150%.
50
Combustion - Using Hot Shot on enemies standing in a tar patch sets it on fire, dealing X potency damage every second for 6 seconds.
Achievements
Aim for the top, gun I-V: Attain musketeer level 10-50
Notes
* This musketeer is designed around built-in weapon swaps. I tried to make it as organic as possible, which is not an easy thing to do despite there being only two weapons.
* Part of why I decided "kits" should be MSK's weapon choice is because what we have seen so far are NOT muskets. They are
flintlock pistols. Muskets are
long-barreled weapons that were the precursor to the modern rifle, and it would be odd to call the double-barreled pistols the yellowjackets and Merlwyb use muskets.
* Kits also accomodate the MSK getting a second pistol to use once they hit lv20 without requiring additional weapons.
* The idea here is that your options are limited to the current weapon, with both weapons having roles within gameplay. Pistol shots are more for debuffing and minor damage, while musket shots are damage-focused. In doing so we'd be both accurate while also not letting the pistol models in-game go to waste.
* I do realize this would be more difficult to develop due to the need to animate two weapons. The best way (IMO) to unify the animations would be having both stand with the left foot front and the right foot back. When using a pistol the stance would be similar to that of how policemen pose/hold pistols (until you get the trait Two-Gun). The footwork happens to coincide with the posture used when firing a rifle/musket, so it would save the animators some time I would think.
* I have a feeling there should be some sort of benefit or mechanic to further encourage switches (like, say, being in pistol mode causes TP to regenerate faster while musket stops or greatly lowers TP regen or something). I'm just not too sure how to balance something like that.
* That said, I'll admit this concept was influenced a little by the gunners in Revelation Online and Lost Ark.