Specializations/Sharpshooter

Sharpshooter

pew pew pew!

Top tags burst · clear · control

Chainarmed trip wire2 wires per caster · 8 wires party-wide

SpellGenerates
Pew Pew Pew1 energy
Rapid Fire1 energy per tick
Trip Wire1 energy
SpellConsumes
Trick Shot0–4 energy, the caster's choice, one bounce per point
Headshotthe entire energy pool
Call It2–6 energy, the caster's choice, in absolute units

Spells

Spell Tags Consumes Falloff
Pew Pew Pew
  • spread
  • clear
— Standard

Deals damage in a three-round burst. Each hit grants 1 energy. A shot that touches no enemy stops that income for a stated window; it never drains what you hold.

n = enemies struck

Rapid Fire
  • beam
  • burst
— —

Deals continuous damage to one enemy and grants 1 energy per tick. Switching targets ends the channel. While it runs, nothing else in your loadout fires.

Trick Shot
  • chain
  • clear
0–4 energy, the caster's choice, one bounce per point Steep

Consumes 0–4 energy, your choice, buying 1 bounce per point. The arrow ricochets to the nearest enemy it has not yet hit.

n = bodies struck across the whole ricochet chain

Headshot
  • projectile
  • burst
the entire energy pool —

Consumes all energy. Deals damage to one enemy, scaling with the amount spent. A guaranteed critical above a stated fraction of max energy. Single target.

Call It
  • rider
  • support
2–6 energy, the caster's choice, in absolute units —

Consumes 2–6 energy and marks an enemy Called, a public state: any player's projectiles hit it harder, counting toward the delivery-keyed Vulnerability bucket. Magnitude and duration rise with the spend. Never stacks; 3 party-wide.

Suppressing Volley
  • ground
  • control
— Punishing

Creates a zone of falling arrows for several seconds, applying a slow and an interrupt to everything beneath. Punishing falloff. 2 per caster, 6 party-wide.

n = enemies under it

Kite
  • buff
  • mobility
— —

Grants full movement speed while you fire single shots, and a stated damage bonus while you move backwards. Channels are excluded, so Rapid Fire still roots you.

Trip Wire
  • trap
  • control
— —

Places an armed trip wire. The first enemy through is knocked prone and the wire is spent. Its trigger counts as a hit and grants 1 energy. 2 per caster, 8 party-wide.

Falloff: per-target output × n^-k down to a floor, where n is targets hit. The band supplies both — Flat k=0/100% · Shallow k=0.13/60% · Standard k=0.25/50% · Steep k=0.39/35% · Punishing k=0.77/15% — and — is a spell that states none.