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Golem Sergeant


Joined: 22 Oct 2007 Posts: 58 Location: Ukraine
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Posted: Tue Dec 16, 2008 7:24 pm Post subject: Marksman Guide |
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Hi, there. I want to tell you about Marksman. You can meet with such abbreviations – mm, MM, marks, marx, all are the same – The Marksman.
First of all I got to say that I prefer teamgame, so if you play only to earn General rank and get all medals or you like to frag - that topic won’t be interesting for u. I divided everything that needs to be known on three parts: Basic information, Class builds, Wave tactics.
Basic information
Ok, here we go. Here are base stats of Marksman:
Hitpoints: 260
Manapoints: 150
Armor: 2, reduces 7% of incoming damage
Armor type: Kevlar (Kevlar take reduced damage from piercing attacks)
Damage: 150-300
Damage type: Armor Piercing (Armor Piercing attacks damage units in a line from the target)
Attack range: 2250 (long range)
Rate of fire: Slow
Speed: Slow (~160)
With each level up you will get such bonuses:
Level 2: +5 HP
+15 MP
Level 3: +10 HP
+15 MP
Level 4: +10 HP
+15 MP
Level 5: +5 HP
+15 MP
Level 6: +10 HP
+15 MP
Level 7: +10 HP
+15 MP
Level 8: +5 HP
+15 MP
Level 9: +10HP
+15MP
Level 10:+10HP
+15MP
Level 11:+5HP
+15MP
Level 12:+10HP
+15MP
Level 13:+10HP
+15MP
Level 14:+5HP
+15MP
Level 15:+10HP
+15MP
Total on level 15 – 375 HP
360 MP
Next I’ll tell you about his skills:
Nano Net
Causes a target enemy unit to be bound to the ground so that it cannot move for __ seconds.
3 - Level Skill, active, 40 mana points, 45 second cooldown
Level 1 – Binds enemy target to the ground so that it cannot move for 1.75 second, 450 range
Level 2 – Binds enemy target to the ground so that it cannot move for 2.5 second, 525 range
Level 3 – Binds enemy target to the ground so that it cannot move for 3.25 second, 600 range
This skill must be in any marksman’s build (about builds I will tell a bit later in Class Builds) it’s very helpful for avoiding close combat with creeps like dogs, defilers, birds, fats. U can just net ninja abo/lyga and evade it fast (I mean whole team can ZT out of its attack range) or netted dog, defi can be easily blown by demo, netted bird = dead bird (now I’m talking about Loki, Zera) u can even save yours teammates from death by netting any creep. So, you must get that skill in first 2 waves.
HE Canister Load
High explosive canister load, adding area of effect damage to the user’s next attack.
3 - Level Skill, active, 35 mana points, 40 seconds cooldown
Level 1 - 300 extra exploding damage, small area of effect
Level 2 – 450 extra exploding damage, average area of effect
Level 3 – 600 extra exploding damage, big area of effect
I can say about this skill same, which I said before – “I’ve never used it in special ops, since every skill point is needed for mine MM build I dun ever use it, mmship+crit u understand why it must be maxed, scope maxed for scoping w13 Hellspawn, net maxed for w15 Sargon, and 1 skill left for canister(just if u have mm spec) Mb, I say mb, if it'll have more damage i will use it”.
Scope
Reveals an area for _ seconds.
Enemies remain aimed for _ seconds.
3 - Level Skill, active, 25 mana points, 10 second cooldown
Level 1 - 2400 range, 500 area, 6 sec reveal duration, 3 sec aim duration
Level 2 - 3200 range, 650 area, 8 sec reveal duration, 4 sec aim duration
Level 3 - 4000 range, 800 area, 10 sec reveal duration, 5 sec aim duration
This skill is very useful, with scoping good Marksman can recon buildings (more detailed about where, and which buildings you have to scope a bit later), cover teammates, find most dangerous enemies for team. Scope level 2 must be taken as soon as possible, my practice shows that level 1 scope isn’t enough for active using this skill - it is just useless, in a difference from scope level 2. Level 3 must be only after wave12, be sure that for 13 wave you will get level 3 scope (I’ll tell you more detailed about it in wave tactics)
Marksmanship
Increases Marksman’s effectiveness.
5 - Level Skill, passive, no mana use
Level 1 - +400 range, +2% atk.spd. 5%chance to deal 20% more damage, does 100 damage to scoped enemies
Level 2 - +400 range, +2% atk.spd. 5%chance to deal 40% more damage, does 175 damage to scoped enemies
Level 3 - +400 range, +2% atk.spd. 5%chance to deal 60% more damage, does 250 damage to scoped enemies
Level 4 - +400 range, +2% atk.spd. 5%chance to deal 80% more damage, does 325 damage to scoped enemies
Level 5 - +400 range, +2% atk.spd. 5%chance to deal 100% more damage, does 400 damage to scoped enemies
That skill does Marksman the real sniper such as he is. In every possible situation, every possible team build u MUST take this skill first. This can be explained by specifics of WarCraft3. (it is all about crits, do not ask me, I can hardly explain it in English) just take this skill first, and it’ll be ok.
Critical Strike
Adds a chance to inflict extra damage to an enemy. Chance to inflict a critical strike and damage multiplier increases per level.
5 - Level Skill, passive, no mana use
Level 1 - 18% chance to deal 200% damage
Level 2 - 21% chance to deal 250% damage
Level 3 - 24% chance to deal 300% damage
Level 4 - 27% chance to deal 350% damage
Level 5 - 30% chance to deal 400% damage
The most powerful critical strike skill in NotD. With this skill Marksman become a real Damage Dealer.
To maximize critical effectiveness u must take items/skills in such sequence:
1. Marksmanship – Marksman’s skill (read upper about it)
2. U238 – Ammunition – adds 10 damage and cause to 20% to deal 200% more damage
3. .50 Caliber Black Arrow– Extremely accurate sniper rifle, that made especially for Marksman.
[BA adds 50 damage to basic class damage and provides 3 critical strikes:
-5% to deal 500% damage, also 5% bash for 0.1 sec and damage bonus 150,
-10% to deal 300% more damage,
-30% to deal 200% more damage]
4. Critical Strike – Marksman’s skill (read about it upper)
To be continued...
P.S. post all suggestions or if u find any mistakes below
Last edited by Golem on Thu Dec 25, 2008 2:17 pm; edited 1 time in total |
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ItakU_sarGe Lieutenant Colonel

Joined: 16 Aug 2007 Posts: 492 Location: United States
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Posted: Tue Dec 16, 2008 11:18 pm Post subject: |
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wow very good
+5 for you |
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Golem Sergeant


Joined: 22 Oct 2007 Posts: 58 Location: Ukraine
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Posted: Wed Dec 17, 2008 12:29 pm Post subject: |
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Class Builds
I see 2 builds for Marksman: first is scope/mmship, second is net/cani
First build
Level 1 - Marksmanship
Level 1 - Scope
Level 2 - Nano Net
Level 3 - Scope
in full-team game u will get third level with trigging wave3, so if u find BA+u238, u can level up your crittical, if u get only u2, you can level up crit, and then get BA. IF u dun get u2, then just save point where it is Critical skill, why save point? cuz if u get u2, u can then fast lvl up your skill, with free point. If u get crit before u2, then u dun have to take u2, because u can fuck up your critical strike skill, it will be low damage like ~600-800. So, u must get u2 first of all.
Level 4 - Critical Strike
Level 5 - Critical Strike
Level 6 - Critical Strike
Level 7 - Critical Strike
Level 8 - Marksmanship
Level 9 - Critical Strike
Level 10 - Marksmanship
here u will be on ~wave10, that means u will camp in base, so u must prepare scope lvl 3 till wave13 (to scope hellspawn from forest bottom side)
Level 11 - Scope
Level 12 - Marksmanship
if u see that you have time to get level, u can swap between level 11 and level 12
Level 13 - Marksmanship
Level 14 - Nano Net
Level 15 - Nano Net
Such build means that u have to active use Scope, sure and Net too. u will Scope for recon, cover him, or any member of team, which need cover. That is why you level up marksmanship. Also u have to do active search items in buildings, scope them, then ping ON it, not near item, not ping building, but ON box, and say <name> in/out (for example: ab in, brow out, ces fibr kit in, also if u have enough time you can say rba in /and add/ first left corner, recon will find it more easily) then look for recon if he go for items. Got to say that u must scope only that building which are in front of your route, so team wont wait for recon which is getting items from behind, and no need to cover him from following creeps. Exclude from rules can be seis, u238, ba, hec, law, brow, mort, rba. ces, sgs, 81's ammo, ab (not always).
Also u must know where is every member of team, lokk, if someone move thru building near ur route, u must look after everyone, and if he will be in trouble u can cover him without any delay - that means open you eyes and dun sleep while u playing.
Second Build
Level 1 - Marksmanship
Level 1 - Scope
Level 2 - Nano Net
Level 3 - HE Canister Load
as in previous build u can take crit after u2+ba, or after only u2.
Level 4 - Marksmanship
Level 5 - Critical Strike
Level 6 - HE Canister Load
Level 7 - HE Canister Load
Level 8 - Nano Net
Level 9 - Critical Strike
Level 10 - Scope
Level 11 - Scope
Level 12 - Nano Net
Level 13 - Critical Strike
Level 14 - Critical Strike
Level 15 - Critical Strike
In such build you will get fun from blowing creeps with Canister (u can also have fun from blowing teammates ) use net for any creep if it needed (begins from eta on w4) and level 1 scope is enough to cover recon.
And i post here mine own Build which i prefer in almost any game
Level 1 - Marksmanship
Level 1 - Scope
Level 1 - Nano Net
Level 2 - Save point
here if i get u2+ba i willlvl up critical from that moment, if not, i will save skill points. also if it needed i can level up 1 lvl of HE Canister Load to help blowing explosives. If u don't have u2+ba keep saving points until u get it
Level 3 - Scope + Critical Strike
Level 4 - Critical Strike
Level 5 - Critical Strike
Level 6 - Marksmanship
Level 7 - Critical Strike
Level 8 - Marksmanship
Level 9 - Critical Strike
Level 10 - Scope
Level 11 - Marksmanship
Level 12 - Marksmanship
Level 13 - Nano Net
Level 14 - Nano Net
Level 15 - HE Canister Load
I prefer such build for any situation, level 1 net is enough to cover any guy. Scope level 2 is enough to search items / cover recons. And high level of mmship allow u to scope far + kill any creep. Nano Net will be maxed just when Sargon will come, netted sargon = stupid sargon ^^. with canister u can scope and blow Evils, which coming to ur team frop evac dropship.
That build is only if u got Marksman Specialisation.[/b]
In the next part i will tell you about wave tactics, when u have to use your skills and what items you have got in your backpack |
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DarkeNar Private

Joined: 17 Nov 2008 Posts: 4
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Posted: Mon Feb 23, 2009 8:55 am Post subject: |
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| Nice work mate. |
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LordPicolo Second Lieutenant


Joined: 17 Oct 2007 Posts: 177 Location: Romania
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Posted: Mon Feb 23, 2009 5:36 pm Post subject: |
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lol Penguin brothers . Nice guide man 8) _________________ Go Go evac !!!
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Golem Sergeant


Joined: 22 Oct 2007 Posts: 58 Location: Ukraine
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Posted: Fri Jun 26, 2009 12:05 pm Post subject: Wave tactics |
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Hey, don’t u think I forgot about Third part – Wave Tactics?
So, let’s roll!
Here u can see SpecOps map with different pings:
Red pings – level 1 Scope (skill) this buildings marksman will scope on w1-w3.
Yellow pings – level 2 Scope (minimum lvl for useful scoping)
Teal pings – this always use to be recons job, but sometimes u can help him
Purple pings – mission related
Light brown – base scoping
Dark brown – finding evils
Red X – wave trig
Purple X – mission trig
Light brown X – base
On wave 1 – 3 u will have level 1 Scope, so red pings show to you where to scope first of all, I placed points exactly there where must be scope.
Wave 3 – 8 yellow points will help you to scope buildings and find items.
Mission related points – u have to stay with team, because u will scope far away, so no sight on your hero. Team will cover you. While missions running, try to scope & cover your teammate, which move to plant explosives for mission creep(s).
When u will move with team to base, try to scope in front of team, or behind for incoming creeps, warn about dangerous ones like defilers, slashers.
On wave 13, u will get Hellspawn, so u have to scope and find him (if base, upper left, then scope bottom side V> in the park) . Due to lot of changes in bases, this information may be useless.
Next wave 15. if u will get GDD, mm start scope only for red pings, and find hell, then mass ping exactly ON it, so that player with trin/shiva can flare+trin or shiva that hellspawn easily. Then u will get mr. Sargon, everything that mm can do is to net him (net lvl 3 is the best) than run away. Well, there are no implicit rules which newbie mm must observe, u are simply have to look after game and aim big creeps (dogs, burrowers, birds) and cover your teammates.
And I’d like to say about items.
U know every1 has 6 inventory slots, so:
1 slot – u2
2 slot – BA (if find)
3 slot – armor (kev/kca, sometimes rba(better never))
4 slot – GDD (optionally)
5 slot – fibrin (optionally)
6 slot – seis pack (optionally)
Actually, while playing, w1-base camping marksman have to pick items, while he have free slot for it, first of all are: u2, ba, kca, seis, sgs/nades/lawkets/81’s, rf, fibrins, other items have to pick up other classes, but it isn’t a rule, u have to look after situation, so u can help demo to carry some of his explosives, or kits/avs for medic. Some1 said that mm have to pick brow for mm, due to his slow atk speed. I heavily advise u not to take it if u have engi in your team or if u newbie marksman. Nelli is enough.
Count everything I said:
-cover teammates
-search for items (scope)
-find and kill high threat creeps
-kill as much evils as u can
it seems, that is all. post any suggestions here, or if u find any mistakes. play teamgame and be good marksman!
Guide made by Golem™. |
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Warcraft215 Second Lieutenant


Joined: 21 Apr 2007 Posts: 165 Location: Brazil, Laggers Country
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Posted: Fri Jun 26, 2009 4:46 pm Post subject: |
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1 word for that: Sweet. _________________ Yummy! The Little Padawan.
The one who reaches the light will leave everyone else in darkness.
The closer from the light you are, the bigger your shadow will be, just look behind to see how big yours is |
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