This article is a stub. You can help Telarapedia by expanding it. |
Attention! All information in this article is subject to change!
This article and it's subsequent articles refer to the game that is currently in BETA.
When the game is released, and after checking this page for accuracy,
please remove the
You can also see Category:Beta articles for a list of more articles in need of attention!
This article and it's subsequent articles refer to the game that is currently in BETA.
When the game is released, and after checking this page for accuracy,
please remove the
{{Beta}}
tag at the top of the article!You can also see Category:Beta articles for a list of more articles in need of attention!
List of Marksman Abilities[1][2][]
Branch Advancement[]
Name | Ranks | Points | Energy | Range | Type | Cooldown | Description |
---|---|---|---|---|---|---|---|
Keen Eye | 0/5 | 0 | None | None | Passive | None | Increases the range of your ranged weapon attacks by (1/2/3/4/5) meters. |
Singled Minded Focus | 0/5 | 0 | None | None | Passive | None | Increases the damage of your Swift Shot, Hasted Shot, Empowered Shot, Deadeye Shot and Rapid Fire Shot by 3/6/9/12/15%. |
Increased Fire Power | 0/5 | 5 | None | Passive | None | Your Critical Hits with ranged weapons increases your Attack Power by (5/10/15/20/25%) for 10 seconds. | |
Repelling Shot | 0/1 | 5 | 10 | Melee | Skill | 30 seconds | A point blank shot that deals weapon damage and knocks back the target by 15 meters. Requires Ranged Weapon. (Cooldown: 30 seconds) |
Sharpshooter | 0/3 | 5 | N/A | Passive | N/A | Increases your Hit chance with ranged weapons by 1/2/3%. | |
Improved Swift Shot | 0/2 | 5 | N/A | N/A | Passive | N/A | Your Swift Shot increases your movement speed by an additional 1/2%. |
Hasty Departure | 0/2 | 10 | N/A | N/A | Passive | N/A | Whenever you are attacked by an enemy, your movement speed is increased by 2/4for 10 seconds. Can be applied up to 5 times. |
On the Double | 0/1 | 10 | None | N/A | Instant | 30 seconds | Increases movement speed by 70% for 5 seconds. |
Penetrating Shots | 0/5 | 10 | None | None | Passive | None | Your Physical attacks with ranged weapons ignore 4/8/12/16/20% of your target's armour. |
Master Archer | 0/5 | 15 | Your attacks with ranged weapons have a 10% chance of recovering 4 Energy. | ||||
Improved Repelling Shot | 0/2 | 15 | None | None | Passive | None | Repelling Shot knocks back 1/2 additional enemy within 5 meters of the main target. Requires Repelling Shot Rank 1. |
Getaway | 0/1 | 15 | None | None | Passive | None | Your On the Double removes Roots and Snares and makes you immune to these effects. Requires On the Double Rank 1. |
Sniper Training | 0/3 | 20 | None | None | Passive | None | Reduces the enemy's chance of parrying or dodging your Marksman abilities by 1/2/3%. |
Close Quarters Combat | 0/1 | 20 | None | None | Instant | 60 seconds | All ranged attacks can be used at melee range for 15 seconds. (Cooldown: 1 minute) |
Killer Instinct | 0/3 | 20 | Increases the Critical Hit chance of your Empowered Shot and Deadeye Shot by 5/10/15%. | ||||
Collateral Damage | 0/2 | 25 | Your Fan Out, Lightning Fury and Crossfire affect 1 additional enemy. | ||||
Rapid Extrication | 0/2 | 25 | Reduces the cooldown of your On the Double, Hit and Run and Retreat by 15% | ||||
Crossfire | 0/1 | 25 | 40 | 3 to 30 | Channeled | Fires a multitude of projects, dealing weapon plus 211 to 216 Air damage over 4 seconds to 3 enemies including the main target. Affected enemies are knocked back if they are within 10 meters. This ability allows movement while channeling. (Cooldown: 1 minute) | |
Strafe | 0/1 | 30 | 40 | 2 to 30 | Channeled | The Rogue strafes the target, dealing weapon plus 361 to 367 Physical damage over 4 seconds. While strafing, the Rogue is immune to Stuns, Roots and Snares, and gains an additional Combo Point per second. This ability allows movement while channeling. (Cooldown: 1 minute)
|
Root Advancement[]
Icon | Name | Points | Energy | Range | Cast | Cooldown | Description |
---|---|---|---|---|---|---|---|
File:Swift Shot.png | Swift Shot | 0 | 20 | 3 to 30 | Instant | A ranged attack that deals weapon plus to to 7 Physical damage and increases movement speed by 3% for 10 seconds. This effect stacks up to 5 times. Using any Finisher removes the effect. Awards 1 Combo Point. Requires Ranged Weapon | |
File:Hasted Shot.png | Hasted Shot | 2 | 25 | 3 to 30 | Instant | A ranged Finisher that deals weapon plus Physical damage and increases movement speed by 30%. Duration is increased with more Combo Points. Energy cost is reduced with more Combo Points. Damage bonus from Attack Power is increased with more Combo Points. Requires Ranged Weapon. 1 Point: 7 damage, 3 seconds 2 Points: 12 damage, 6 seconds 3 Points: 16 damage, 9 seconds 4 Points: 19 damage, 12 seconds 5 Points: 24 damage, 15 seconds | |
File:Empowered Shot.png | Empowered Shot | 4 | 30 | 3 to 30 | 2.0 seconds | A powerful ranged attack that deals weapon plus 33 to 35 Physical damage. Awards 2 Combo Points. Requires Ranged Weapon. | |
File:Deadeye Shot.png | Deadeye Shot | 8 | 25 | 3 to 30 | 2.0 seconds | A deadly ranged Finished that deals weapon plus Physical damage. Energy cost is reduced with more Combo Points. Damage bonus from Attack Power is increased with more Combo Points. Requires Ranged Weapon. 1 Point: 30 damage 2 Points: 49 damage 3 Points: 69 damage 4 Points: 79 damage 5 Points: 98 damage | |
File:Fan Out.png | Fan Out | 10 | 25 | 3 to 30 | Instant | A ranged attack that deals weapon plus 15 to 17 Air damage to 3 enemies including the main target. | |
Forked Lightning | 10 | 36 | 30 | 1.5 seconds | Strikes the enemy and up to 4 enemies within 7 meters with bolts of lightning, dealing 17 to 20 Air damage and causing affected enemies to be Electrified. The Electrified effect stacks up to 3 times. (+9 Charge) | ||
File:Rapid Fire Shot.png | Rapid Fire Shot | 12 | 25 | 30 | Instant | A ranged Finished that deals weapon plus Physical damage and increases ranged attack speed by 30%. Duration is increased with more Combo Points. Energy cost is reduced with more Combo Points. Damage bonus from Attack Power is increased with more Combo Points. Requires Ranged Weapon. 1 Point: 16 damage, 7 seconds 2 Points: 26 damage, 12 seconds 3 Points: 36 damage, 18 seconds 4 Points: 42 damage, 24 seconds 5 Points: 52 damage, 30 seconds | |
File:Hit and Run.png | Hit and Run | 14 | 0 | Instant | A manoeuvre that allows the execute of ranged Auto Attacks while moving, cases Empowered Shot and Deadeye Shot to become instant cast and causes Empowered Shot to have no cooldown. Lasts 15 seconds. (Cooldown: 2 minutes) | ||
Barbed Shot | 16 | 20 | 3 to 30 | Instant | A painful ranged attack that deals weapon plus 12 to 15 Physical damage and an addition 20 Physical damage every second the enemy moves. Lasts 6 seconds. Awards 1 Combo Point. Requires Ranged Weapon. | ||
File:Marksman's Pedestal.png | Marksman's Pedestal | 18 | 0 | 1.0 second | Creates a pedestal at the Rogue's location for 3 minutes. The pedestal increases the Rogue's damage with ranged weapons by 10% | ||
File:Lightning Fury.png | Lightning Fury | 20 | 25 | 3 to 30 | 2.0 seconds | The Rogue fires lightning charged projects to 3 enemies including the main target, dealing weapon plus 71 to 75 Air damage. Affected enemies become vulnerable, increasing damage taken by 10% for 10 seconds. Requires Ranged Weapon. (Cooldown: 10 seconds) | |
Bull's Eye | 26 | 0 | 30 | Instant | Causes the outcome of the next Marksman's damaging ability to be a Critical hit. (Cooldown: 2 minutes) | ||
File:Quick Reload.png | Quick Reload | 32 | 0 | Instant | Resets the cooldown of all Marksman abilities. (Cooldown: 3 minutes) | ||
File:Controlled Fire.png | Controlled Fire | 38 | 0 | Instant | Reduces the cost of all Marksman abilities by 50% for 15 seconds. (Cooldown: 2 minutes) | ||
File:Fire and Forget.png | Fire and Forget | 44 | 0 | Instant | The Rogue's ranged Auto Attacks add a Combo Point to their current enemy target for the next 15 seconds. (Cooldown: 2 minutes) | ||
Retreat | 51 | 0 | Instant | The Rogue instantly leaps back 20 meters. (Cooldown: 1 minute)
|