Specializations/Sharpshooter
Sharpshooter
pew pew pew!
ChainRhythmcapped at 10
| Spell | Generates |
|---|---|
| Pew Pew Pew | 1 Rhythm |
| Rapid Fire | 1 Rhythm per tick |
| Spell | Consumes |
|---|---|
| Trick Shot | up to 4 Rhythm, one bounce per point |
| Headshot | the entire Rhythm bank |
| Called Shot | 2–6 Rhythm, the caster's choice |
Spells
| Spell | Tags | Consumes | k | Floor |
|---|---|---|---|---|
| Pew Pew Pew | — | 0.23 | 55% | |
|
A three-round burst fired in the time most archers take for one. Each hit generates 1 Rhythm. A shot that resolves without touching an enemy zeroes the bank.
| ||||
| Rapid Fire | — | — | — | |
|
Channel a continuous stream of arrows into one target, generating 1 Rhythm per tick. Switching targets ends it. While it runs, nothing else in your loadout fires. | ||||
| Trick Shot | up to 4 Rhythm, one bounce per point | 0.48 | 30% | |
|
An arrow that ricochets, always seeking the nearest target it has not yet hit. Consumes up to 4 Rhythm, one bounce per point.
| ||||
| Headshot | the entire Rhythm bank | — | — | |
|
A single charged shot that consumes your entire Rhythm bank, damage scaling linearly with the points spent. Guaranteed critical at 8 or above. Single target. | ||||
| Called Shot | 2–6 Rhythm, the caster's choice | — | — | |
|
Consumes 2–6 Rhythm, your choice. Mark an enemy Called, a public state: every projectile any player lands on it deals increased damage, paying into the delivery-keyed Vulnerability bucket. Magnitude and duration scale with the Rhythm spent. Called never stacks. 3 party-wide. | ||||
| Suppressing Volley | — | 0.93 | 10% | |
|
A high arc that rains arrows over an area for several seconds, applying a slow and an interrupt to everything beneath it. Steep falloff. 2 volleys per caster, 6 party-wide.
| ||||
| Kite | — | — | — | |
|
Move at full speed while firing single shots, with a stated damage bonus while you are moving backwards. Channels are excluded. Rapid Fire still roots you. | ||||
| Trip Wire | — | — | — | |
|
An armed line across the ground. The first enemy through it is knocked prone and the wire is spent. The trigger counts as a hit, generating 1 Rhythm. 2 wires per caster, 8 party-wide. | ||||
Falloff: per-target damage × n^-k down to Floor, where n is targets hit. k = 0 is no falloff, and — is a spell that states none.