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	<id>https://www.theamazonbasin.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Filorux</id>
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	<updated>2026-05-15T11:05:57Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Marksman_builds&amp;diff=29226</id>
		<title>Marksman builds</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Marksman_builds&amp;diff=29226"/>
		<updated>2007-11-05T08:09:53Z</updated>

		<summary type="html">&lt;p&gt;Filorux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes certain [[marksman]] build types at a high level (e.g. &amp;quot;crit build&amp;quot;), and will link to guides for certain builds.&lt;br /&gt;
&lt;br /&gt;
== Crit Builds ==&lt;br /&gt;
&lt;br /&gt;
Crit builds try to raise the chance for a critical hit in order to deal more damage and trigger passive abilities. &lt;br /&gt;
&lt;br /&gt;
These builds max Dead Eye to increase crit chance, and often max Hollow Points as well to increase damage when you crit. Most builds then focus on one of the three crit passives (Ricochet, Reflected Shot or Homing Shot). You often see Tactical Stance used to increase the chance for crits even further.&lt;br /&gt;
&lt;br /&gt;
=== Crit Build Guides ===&lt;br /&gt;
&lt;br /&gt;
[[The Homer]] by Filorux (coming soon)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Elemental Builds ==&lt;br /&gt;
&lt;br /&gt;
Elemental builds try to raise special effect attack strengths such as Phasing, Shocking, etc... to put the hurt on mobs.  &lt;br /&gt;
&lt;br /&gt;
These builds will have some kind of investment in Elemental Visions for self-buffing and/or Elemental Beacon to debuff mobs for the whole group.  Expect to see some points put into Grenades and/or Tactical Strikes as well.  &lt;br /&gt;
&lt;br /&gt;
=== Elemental Build Guides ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;This space for rent.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Crit / Elemental Hybrid Builds ==&lt;br /&gt;
&lt;br /&gt;
Crit / Elemental Hybrid builds will take some skills from the Crit Monkeys and some from the Elemental Masters to offer up new and exciting ways to deliver the package.&lt;br /&gt;
&lt;br /&gt;
Whether they are softening up targets with Phase Attacks to achieve world record crit damage, or using crit-boosted skills to dish out an elemental barrage, they should have something to bring to the table.&lt;br /&gt;
&lt;br /&gt;
=== Crit / Elemental Hybrid Build Guides ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;The Rainmaker&amp;#039;&amp;#039; by Filorux (undergoing edits due to new information)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sniper Builds ==&lt;br /&gt;
&lt;br /&gt;
Sniper Builds will focus on Sniper Stance, Master Sniper, and most likely Dead-Eye and Hollowed Points to thin the Hordes of Hell from long range.&lt;br /&gt;
&lt;br /&gt;
=== Sniper Build Guides ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;This space for rent.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Group Builds ==&lt;br /&gt;
&lt;br /&gt;
These builds focus on beacon and multibeacon to increase group damage potential, and perhaps granades to further aid in a group setting.&lt;br /&gt;
&lt;br /&gt;
=== Group Build Guides ===&lt;br /&gt;
&lt;br /&gt;
[[The Party-friendly Marksman]] by Althai&lt;/div&gt;</summary>
		<author><name>Filorux</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Talk:Mini-game&amp;diff=29236</id>
		<title>Talk:Mini-game</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Talk:Mini-game&amp;diff=29236"/>
		<updated>2007-11-04T19:06:08Z</updated>

		<summary type="html">&lt;p&gt;Filorux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Many thanks to Jugalator for adding this!&lt;br /&gt;
&lt;br /&gt;
Hehe.. I can tell from own experience that before I learnt these icons better in Hellgate, it was very useful resource (someone did something similar on the alpha boards). So that&amp;#039;s why I figured it&amp;#039;d be useful to have this, especially for new gamers. The game itself actually do NOT explain the concepts whatsoever, it just displays the icons, at least in the version I last played. Even moreso, the icons can be more than a little bit confusing too if you don&amp;#039;t know them. Like spectral dmg vs spectral monster, or the quest thing. :) -- [[User:Jugalator|Jugalator]] 23:18, 21 Oct 2007 (BST)&lt;br /&gt;
&lt;br /&gt;
I changed the text to reflect the fact that the latest build does exactly what the demo does...mini-games now reset only when you complete them, or log off, then back on again. I think it was a beta bug that they reset every time you hit a station. --[[User:Needlehawk|Needlehawk]] 20:56, 24 Oct 2007 (BST)&lt;br /&gt;
:OK, thanks for looking :) -- [[User:Jugalator|Jugalator]] 14:43, 25 Oct 2007 (BST)&lt;br /&gt;
&lt;br /&gt;
Heh, OK I should have paid better attention. It only resets when you complete the previous one. It&amp;#039;s persistent across sessions. --[[User:Needlehawk|Needlehawk]] 05:21, 26 Oct 2007 (BST)&lt;br /&gt;
&lt;br /&gt;
Would this be an appropriate page to add a section on tips for the mini-game?  I&amp;#039;ve got a few things I&amp;#039;ve found quite helpful in completing mini-games I&amp;#039;d like to share.  For instance:&lt;br /&gt;
&lt;br /&gt;
* When a &amp;quot;do a damage type&amp;quot; icon is on the mini-game, it really only means you need to do that type of damage and then see to it that the mob dies from anything;  You don&amp;#039;t actually have to kill the mob with that damage type.  So if you wanted to have one weapon dedicated to mini-game winning, make it an aoe weapon that is modded for the types your main weapons are lacking; apply those types with it, then switch to your main weapons to finish them off.  Alternatively, if you are only lacking say electrical damage, get an item / mod that has a chance to cause an electrical discharge to help you out.&lt;br /&gt;
&lt;br /&gt;
* When you win a mini-game, don&amp;#039;t go crazy with the loot key.  Wait a second for the game to reset, because you may have just won an item or two that will help you in the next mini-game.  &lt;br /&gt;
&lt;br /&gt;
[[User:Filorux|Filorux]] 19:06, 4 Nov 2007 (GMT)&lt;/div&gt;</summary>
		<author><name>Filorux</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Marksman_skills&amp;diff=23694</id>
		<title>Marksman skills</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Marksman_skills&amp;diff=23694"/>
		<updated>2007-10-30T16:18:15Z</updated>

		<summary type="html">&lt;p&gt;Filorux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is work in progress&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;#039;&amp;#039;CaLViN:  I&amp;#039;m just going to make some notes on these skills.  When release hits and we have time to adequately test everything out, we can edit all this down to just the facts.  I&amp;#039;m going to just say a few things that I have learned from experimenting in beta, and try to leave my opinion out of it.  -[[User:Filorux|Filorux]]&amp;#039;&amp;#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stances ==&lt;br /&gt;
&lt;br /&gt;
=== Tactical Stance ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Hunter&amp;#039;s steadier aim and reduced profile as a target grant a tactical advantage over the enemy.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Bonus&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Firing Accuracy increased by 50%. Range increassed by 25%. Missle Velocity increased by 25%.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Rank Bonus (10 ranks)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
1st rank: 5% crit. Other ranks: 1% crit.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Power Cost&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
33.8 (rank 3)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Restrictions&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
- Can&amp;#039;t move while in Tactical Stance. Moving will cancel the stance. Using most other skills (grenades, strikes, Rapid Fire etc) will cancel the stance as well.&lt;br /&gt;
- Does not stack with Sniper Stance; bonuses from Tactical Stance do not apply in Sniper stance and vice versa.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Synergies&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Crit chance improves the chance to trigger the Passive skills, and will greatly enhance skills or items that increase critical damage.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Notes&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Put at least one point in here. Anytime you are shooting and not running you should be in this stance (or maybe in Sniper stance). The bonuses are just too good to pass up.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Bugs / Issues&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Builds&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Overshield ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Whenever the Marksman assumes a Tactical Stance, his armor automatically uses stored kinetic energy to greatly increase personal shielding. Only active while in Tactical Stance.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Rank Bonus (10 ranks)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Bonus to maximum shield. Bonus for each rank:&lt;br /&gt;
190 / 237 / ?&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Restrictions&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Only works in Tactical Stance (not in Sniper).&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Prereqs&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
3 points in Tactical Stance&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Notes&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
If you spend a lot of time in Tactical Stance, investing the 3 points (one in Overshield, two in Tactical Stance if you haven&amp;#039;t put points into this) might be a good idea. Can skip this skill if you spend most time in Sniper, or if you want to go for a more &amp;quot;glasscanon&amp;quot; build and invest the points into offensive skills instead.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Bugs / Issues&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
- bugged (as of 10/05): does not add the full amount to shield. Could be that the skill scales with level and the 190 value is only available at max char level?&lt;br /&gt;
&lt;br /&gt;
=== Elemental Visions ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
While remaining still and focusing on a target, the Marksman scans for elemental weaknesses.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Rank Bonus (10 ranks)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Stun, Ignite, Shock, Phase and Poison Attack Strengths increased. Bonus for each rank:&lt;br /&gt;
15% / ?&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Restrictions&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Only active while in Tactical Stance.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Synergies&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
cooll stuff&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Increases elemental attack strength while in Tactical Stance. Seems useful for elemental builds, but has quite a few prerequisites (3 in Tactical Stance, 3 in Overshield) that might be better spend somewhere else (e.g. Explosives).&lt;br /&gt;
Invest (heavily) if doing an elemental build and you have spent points in Tactical stance&lt;br /&gt;
&lt;br /&gt;
=== Sniper ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
With enhanced vision, nerves of steel, and a steady hand, the Marksman reaches out and hits targets with fatal effect.&lt;br /&gt;
teadier aim and reduced profile as a target grant a tactical advantage over the enemy.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Bonus&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Some bonus&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Rank Bonus (10 ranks)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
some more bonus&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Restrictions&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
some restriction&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Synergies&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
cooll stuff&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
my notes for this skill&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Reduces rate of fire; for zeus rifle, decreases effectivness faster.&lt;br /&gt;
&lt;br /&gt;
Increases damage and rate of fire dramatically but decreases armor and increases energy consumption. Further ranks increase Range, Accuracy, missile velocity. Gives you cool FPS type crosshair mode.&lt;br /&gt;
Invest 1 point for occasional long range shot (e.g. flyers, pulls, just for fun). Invest heavily if this is your primary build.&lt;br /&gt;
- Does not stack with Tactical Stance&lt;br /&gt;
? How useful is this for boss fights? In party the damage bonbus could be huge depending on weapon.&lt;br /&gt;
? Is this usable with Automatic weapons or launchers? Or only with &amp;quot;sniper&amp;quot; type rifles?&lt;br /&gt;
* I&amp;#039;ve been able to use any weapon I had equipped while in Sniper Stance. [[User:Filorux|Filorux]]&lt;br /&gt;
? Does this really decrease armor only? or shield as well? If it&amp;#039;s armor only, that&amp;#039;s almost neglectable since the shield is much more important for a marksman.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Master Sniper ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Descrpiption&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Through superior training and the study of demon physiology, the Marksman deals more damage when scoring a critical hit. The Marksman must be in Sniper mode for this passive skill to activate.&lt;br /&gt;
&lt;br /&gt;
Increases Critical damage when in sniper mode.&lt;br /&gt;
Invest heavily if doing sniper build.&lt;br /&gt;
&lt;br /&gt;
== Passives ==&lt;br /&gt;
&lt;br /&gt;
The passives are build around crit chance. Dead Eye increase cirt chance, while the other passives trigger when a critical hit is scored.&lt;br /&gt;
&lt;br /&gt;
? There have been reports of the procs being mutually exclusive. Needs to be verified if this is a bug or intended.&lt;br /&gt;
&lt;br /&gt;
=== Dead Eye ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The marksman is trained to find the weakest point in enemy defenses, increasing the change to strike vital organs.&lt;br /&gt;
&lt;br /&gt;
Increases crit chance.&lt;br /&gt;
Obviously pump this for a crit build. If not, this could be a good place to dump extra skill points (assuming that there will be any) unless there are some weapons that don&amp;#039;t profit from crit.&lt;br /&gt;
&lt;br /&gt;
=== Hollow Points ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The marksman modifies ammunition in order to deliver devastating shots that punch through enemy defenses.&lt;br /&gt;
&lt;br /&gt;
Increases critical damage.&lt;br /&gt;
Pump if doing crit build.&lt;br /&gt;
&lt;br /&gt;
? Will need to look at scaling of various skill to enhance crit chance and crit damage. There will be situations where you get more damage form picking one over the other. In general I&amp;#039;d think that since more skill can trigger of the crit, crit chance is more important than crit damage. In that case you&amp;#039;d max Dead Eye before investing here.&lt;br /&gt;
&lt;br /&gt;
=== Ricochet ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
After crit, shots may bounce of hard surfaces.&lt;br /&gt;
I assume this means that shots that missed will bounce, not shots that have hit. In this case this would indirectly improve accuracy.&lt;br /&gt;
&lt;br /&gt;
? More useful indoors than outdoors?&lt;br /&gt;
&lt;br /&gt;
=== Reflected Shot ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Crit hit makes shot reflect and re-target additional enemies.&lt;br /&gt;
Not sure if this really means &amp;quot;re-target&amp;quot; as in change the flight path, or if this is simply a piercing shot, which will only get you a benefit if the enemies are lined up correctly.&lt;br /&gt;
&lt;br /&gt;
* In my experience, they do re-target...and quite drastically in some cases.  If there is one mob alone, and another a good distance away, you can see it hit the first mobs once or twice and then the next shot will fly wildly off in the direction of the other.  My question is, what is the range restriction on the reflected projectile?  Range of the weapon, taken from the point of reflection? [[User:Filorux|Filorux]] 16:18, 30 Oct 2007 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Homing Shot ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After crit, shots automatically track targets.&lt;br /&gt;
&lt;br /&gt;
? Description says &amp;quot;certain projectile-based guns&amp;quot; do that. No clue what guns are meant there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
? Will this be more effective with weapons of high fire rate? Since some skill will trigger for a duration, the higher the fire rate the higher the chance to keep the effects up.&lt;br /&gt;
* For Homing Shot there are basically three variables (not including skill points spent on it) that will increase the chance to proc.  Crit chance, Rate of Fire, and Hit Rate.  Rate of Fire and Hit Rate are tricky in that typically the faster a gun fires the harder it is to aim after a few seconds of fire. Crit chance will always help, though. [[User:Filorux|Filorux]]&lt;br /&gt;
&lt;br /&gt;
? Do things line Ricochet work for bullets (physical damage) only? Can a poison attack bounce of a wall? What about launchers?&lt;br /&gt;
* It doesn&amp;#039;t look like to me that shots of any kind actually bounce off of hard surfaces like walls and floors.  The first two boost skills only seem to take effect if a shot hits a target.  I&amp;#039;ve tried bouncing a firefox shot right in front of a mob to force it to splash the mob twice, but it seems that nothing happens unless I directly hit the mob, even when there is no direct damage being done by the weapon. For more evidence of projectiles without direct damage being treated oddly on a direct hit, try shooting a MIRV at very close range directly into a mob. [[User:Filorux|Filorux]]&lt;br /&gt;
&lt;br /&gt;
? Do the effects stack? E.g. when Reflected and Homing are both active, do shots auto-track AND pierce?  &lt;br /&gt;
* Wouldn&amp;#039;t that be awesome?  So far there is no evidence that any of these skills stack or are even able to reboost while active. Haven&amp;#039;t seen Homing Shot in practice, however. [[User:Filorux|Filorux]]&lt;br /&gt;
&lt;br /&gt;
== Explosives ==&lt;br /&gt;
&lt;br /&gt;
These are Grenades and &amp;quot;air strikes&amp;quot; you can use for AoE damage. Grenades tend to have a shorter time to explosion, but the strikes have a larger radius.&lt;br /&gt;
&lt;br /&gt;
To me it seems like you&amp;#039;d pick one of the &amp;quot;control&amp;quot; grenades (either phase or stun) and one of the &amp;quot;damage&amp;quot; grenades (either fire or poison), but likely not invest heavily in both of the same type.&lt;br /&gt;
&lt;br /&gt;
Same with the Strikes. You probably pick one and fully pump it. &lt;br /&gt;
&lt;br /&gt;
=== Explosive Grenade ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The marksman lobs a high-explosive grenade towards the enemy.&lt;br /&gt;
&lt;br /&gt;
Fire damage and ignite attack.&lt;br /&gt;
&lt;br /&gt;
=== Phase Grenade ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Spectral damage and phase attack.&lt;br /&gt;
&lt;br /&gt;
=== Toxic Grenade ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Poison attack.&lt;br /&gt;
&lt;br /&gt;
? This one lists the poison attack strength as 9, whereas other attack strength are in the areas of 150-300. If the description or the skill bugged? Or does poison have a very different rating?&lt;br /&gt;
&lt;br /&gt;
=== Flashcrasher Grenade ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Physical damage and stun attack.&lt;br /&gt;
&lt;br /&gt;
== Strikes ==&lt;br /&gt;
&lt;br /&gt;
=== Napalm Strike ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Fire damage and ignite attack.&lt;br /&gt;
&lt;br /&gt;
=== Smackdown ===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Physical damage and stun attack.&lt;br /&gt;
&lt;br /&gt;
=== Shock and Awe ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Electrical damage and shock attack.&lt;br /&gt;
&lt;br /&gt;
? Do elemental attacks stack? E.g. is there any benefit to use a toxic grenade together with a toxic launcher?&lt;br /&gt;
? Do mods that you have in your weapon apply to explosives as well (e.g. to toxic strength)? I think not, but not sure&lt;br /&gt;
&lt;br /&gt;
== Rapid Line ==&lt;br /&gt;
&lt;br /&gt;
Rapid fire lets you fire with increased rate of fire for 3 seconds. You can not move during this time (it also plays a very annoying alarm sound). Can not be used in connection with Tactical Stance.&lt;br /&gt;
Note: Rapid fire has just been changed in recent patch, making it more offensive and useful.&lt;br /&gt;
&lt;br /&gt;
=== Rapid Fire ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Increases rate of fire for 3 seconds.&lt;br /&gt;
Invest 1 point because it is very useful as an &amp;quot;oh shit&amp;quot; skill. Invest heavily if going for a rapid fire build.&lt;br /&gt;
&lt;br /&gt;
=== Heightened Senses ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Increases damage for rapid fire.&lt;br /&gt;
&lt;br /&gt;
=== Controlled Burst ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Increases cooldown of rapid fire.&lt;br /&gt;
If you make rapid fire your primary skill, you probably want to pump this. Without it&amp;#039;s 3 second use and 10 second cooldown (starting when you fire, so bascially 7 seconds between use).&lt;br /&gt;
&lt;br /&gt;
? Not sure how low you can get the cooldown with this.&lt;br /&gt;
&lt;br /&gt;
=== Multishot ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Can alter projectile based guns to shoot 2 extra shots.&lt;br /&gt;
While this is in the rapid fire line, and has 8 points prereqs in this line, it does not seem to be linked but a separate skill on a separate cooldown. Assuming same accuracy for the two extra shots, this would effectively triple you damage for the duration.&lt;br /&gt;
&lt;br /&gt;
? Again, no clue what &amp;quot;certain projectile-based guns&amp;quot; applies to.&lt;br /&gt;
* I&amp;#039;m assuming it applies to the same class of weapons that are affected by Ricochet, Reflected, and Homing Shot.  Originally MultiShot was in the Boost skill line, just under Homing Shot.  I think that was in alpha.  In beta it was moved to the bottom of Rapid Fire, but the skill description still lists it as a Boost skill even though Rapid Fire is a Tactical / Combat class skill. [[User:Filorux|Filorux]]&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
=== Beacon ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Increase damage to target.&lt;br /&gt;
Invest 1 point as this is a great boss-skill, more for single-target (sniper) builds.&lt;br /&gt;
&lt;br /&gt;
=== Elemental Beacon ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
Lowers target elemental defenses.&lt;br /&gt;
&lt;br /&gt;
=== Multi Beacon ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Like Beacon, but multiple targets.&lt;br /&gt;
&lt;br /&gt;
? Might be worth for an AoE build, but seems like a high skill point investment for a low benefit.&lt;br /&gt;
* Probably best realized in group friendly builds, eh? [[User:Filorux|Filorux]]&lt;br /&gt;
&lt;br /&gt;
=== Escape ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Makes you invisible, and monsters will ignore you for duration. &lt;br /&gt;
Very strong escape skill. Invest at least one point into it.&lt;br /&gt;
As LG pointed out, might be interesting to make a build around this, especially in HC&lt;br /&gt;
* I speculated in my Homer guide that you might be able to use this skill to sort of &amp;quot;turn the tables&amp;quot; on its basic idea.  Instead of stealthing out of a bad situation, use it to stealth into an advantageous location...like with the Homer where you need to core a lot of hits really quick - find a good spot without worrying about aggro then let loose with a barrage. The followup skill might help with that too.  In the same vein, I use this skill a lot in Millenium Battle to activate the turrets unnoticed. For hradcore challenge mode I know I&amp;#039;ll be using it to scope out rooms before I just start blasting away around corners and such, especially where ravagers are concerned. [[User:Filorux|Filorux]]&lt;br /&gt;
&lt;br /&gt;
=== Escape Artist ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Increases Movement Speed while in Escape mode.&lt;br /&gt;
Invest if using Escape heavily.&lt;br /&gt;
&lt;br /&gt;
? So far, just one point into Escape seemed enough to get away from most situations. Maybe at later levels this becomes more important?&lt;/div&gt;</summary>
		<author><name>Filorux</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Hunter_Armor&amp;diff=25998</id>
		<title>Hunter Armor</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Hunter_Armor&amp;diff=25998"/>
		<updated>2007-10-30T03:41:02Z</updated>

		<summary type="html">&lt;p&gt;Filorux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;small&amp;gt;&amp;#039;&amp;#039;to do: complete list of hunter armor sub types.  &amp;#039;&amp;#039;&lt;br /&gt;
&amp;#039;&amp;#039;also explain in &amp;#039;&amp;#039;&amp;#039;basic information&amp;#039;&amp;#039;&amp;#039; the types of properties that normal hunter armors can receive like: movement speed bonus, minion damage bonus, etc&amp;#039;&amp;#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Basic Information ==&lt;br /&gt;
&lt;br /&gt;
[[Marksman|Marksmen]] are able to wear any armor designated for use by the [[Hunter]] faction, as well as items such as special event rewards (All Hallow&amp;#039;s Visage, etc...) or otherwise unrestricted gear.&lt;br /&gt;
&lt;br /&gt;
Hunter faction armor typically breaks down into two categories:&lt;br /&gt;
&lt;br /&gt;
* Low / no armor and high shields&lt;br /&gt;
** Requiring a greater Stamina feed&lt;br /&gt;
&lt;br /&gt;
* Moderate Armor and moderate / low shields&lt;br /&gt;
** Requiring a greater Strength feed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Hunter Armor Subtypes ==&lt;br /&gt;
&lt;br /&gt;
Recruit&amp;#039;s&lt;br /&gt;
&lt;br /&gt;
Military&lt;br /&gt;
&lt;br /&gt;
Rifleman&amp;#039;s&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;more to come&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Filorux</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Marksman_builds&amp;diff=23676</id>
		<title>Marksman builds</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Marksman_builds&amp;diff=23676"/>
		<updated>2007-10-30T03:08:00Z</updated>

		<summary type="html">&lt;p&gt;Filorux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes certain [[Marksman ]] build types at a high level (e.g. &amp;quot;crit build&amp;quot;), and will link to guides for certain builds.&lt;br /&gt;
&lt;br /&gt;
== Crit Builds ==&lt;br /&gt;
&lt;br /&gt;
Crit builds try to raise the chance for a critical hit in order to deal more damage and trigger passive abilities. &lt;br /&gt;
&lt;br /&gt;
These builds max Dead Eye to increase crit chance, and often max Hollow Points as well to increase damage when you crit. Most builds then focus on one of the three crit passives (Ricochet, Reflected Shot or Homing Shot). You often see Tactical Stance used to increase the chance for crits even further.&lt;br /&gt;
&lt;br /&gt;
=== Crit Build Guides ===&lt;br /&gt;
&lt;br /&gt;
[[The Homer]] by Filorux (coming soon)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Elemental Builds ==&lt;br /&gt;
&lt;br /&gt;
Elemental builds try to raise special effect attack strengths such as Phasing, Shocking, etc... to put the hurt on mobs.  &lt;br /&gt;
&lt;br /&gt;
These builds will have some kind of investment in Elemental Visions for self-buffing and/or Elemental Beacon to debuff mobs for the whole group.  Expect to see some points put into Grenades and/or Tactical Strikes as well.  &lt;br /&gt;
&lt;br /&gt;
=== Elemental Build Guides ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;This space for rent.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Crit / Elemental Hybrid Builds ==&lt;br /&gt;
&lt;br /&gt;
Crit / Elemental Hybrid builds will take some skills from the Crit Monkeys and some from the Elemental Masters to offer up new and exciting ways to deliver the package.&lt;br /&gt;
&lt;br /&gt;
Whether they are softening up targets with Phase Attacks to achieve world record crit damage, or using crit-boosted skills to dish out an elemental barrage, they should have something to bring to the table.&lt;br /&gt;
&lt;br /&gt;
=== Crit / Elemental Hybrid Build Guides ===&lt;br /&gt;
&lt;br /&gt;
[[The Rainmaker]] by Filorux&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sniper Builds ==&lt;br /&gt;
&lt;br /&gt;
Sniper Builds will focus on Sniper Stance, Master Sniper, and most likely Dead-Eye and Hollowed Points to thin the Hordes of Hell from long range.&lt;br /&gt;
&lt;br /&gt;
=== Sniper Build Guides ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;This space for rent.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Group Builds ==&lt;br /&gt;
&lt;br /&gt;
These builds focus on beacon and multibeacon to increase group damage potential, and perhaps granades to further aid in a group setting.&lt;br /&gt;
&lt;br /&gt;
=== Group Build Guides ===&lt;br /&gt;
&lt;br /&gt;
[[The Party-friendly Marksman]] by Althai&lt;/div&gt;</summary>
		<author><name>Filorux</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Marksman_builds&amp;diff=23661</id>
		<title>Marksman builds</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Marksman_builds&amp;diff=23661"/>
		<updated>2007-10-29T03:26:01Z</updated>

		<summary type="html">&lt;p&gt;Filorux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes certain build types at a high level (e.g. &amp;quot;crit build&amp;quot;), and will link to guides for certain builds.&lt;br /&gt;
&lt;br /&gt;
== Crit Builds ==&lt;br /&gt;
&lt;br /&gt;
Crit builds try to raise the chance for a critical hit in order to deal more damage and trigger passive abilities. &lt;br /&gt;
&lt;br /&gt;
These builds max Dead Eye to increase crit chance, and often max Hollow Points as well to increase damage when you crit. Most builds then focus on one of the three crit passives (Ricochet, Reflected Shot or Homing Shot). You often see Tactical Stance used to increase the chance for crits even further.&lt;br /&gt;
&lt;br /&gt;
=== Crit Build Guides ===&lt;br /&gt;
&lt;br /&gt;
[[The Homer]] by Filorux (coming soon)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Elemental Builds ==&lt;br /&gt;
&lt;br /&gt;
Elemental builds try to raise special effect attack strengths such as Phasing, Shocking, etc... to put the hurt on mobs.  &lt;br /&gt;
&lt;br /&gt;
These builds will have some kind of investment in Elemental Visions for self-buffing and/or Elemental Beacon to debuff mobs for the whole group.  Expect to see some points put into Grenades and/or Tactical Strikes as well.  &lt;br /&gt;
&lt;br /&gt;
=== Elemental Build Guides ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;This space for rent.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Crit / Elemental Hybrid Builds ==&lt;br /&gt;
&lt;br /&gt;
Crit / Elemental Hybrid builds will take some skills from the Crit Monkeys and some from the Elemental Masters to offer up new and exciting ways to deliver the package.&lt;br /&gt;
&lt;br /&gt;
Whether they are softening up targets with Phase Attacks to achieve world record crit damage, or using crit-boosted skills to dish out an elemental barrage, they should have something to bring to the table.&lt;br /&gt;
&lt;br /&gt;
=== Crit / Elemental Hybrid Build Guides ===&lt;br /&gt;
&lt;br /&gt;
[[The Rainmaker]] by Filorux&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sniper Builds ==&lt;br /&gt;
&lt;br /&gt;
Sniper Builds will focus on Sniper Stance, Master Sniper, and most likely Dead-Eye and Hollowed Points to thin the Hordes of Hell from long range.&lt;br /&gt;
&lt;br /&gt;
=== Sniper Build Guides ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;This space for rent.&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Filorux</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Marksman_builds&amp;diff=23659</id>
		<title>Marksman builds</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Marksman_builds&amp;diff=23659"/>
		<updated>2007-10-29T03:11:07Z</updated>

		<summary type="html">&lt;p&gt;Filorux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes certain build types at a high level (e.g. &amp;quot;crit build&amp;quot;), and will link to guides for certain builds.&lt;br /&gt;
&lt;br /&gt;
== Crit Builds ==&lt;br /&gt;
&lt;br /&gt;
Crit builds try to raise the chance for a critical hit in order to deal more damage and trigger passive abilities. &lt;br /&gt;
&lt;br /&gt;
These builds max Dead Eye to increase crit chance, and often max Hollow Points as well to increase damage when you crit. Most builds then focus on one of the three crit passives (Ricochet, Reflected Shot or Homing Shot). You often see Tactical Stance used to increase the chance for crits even further.&lt;br /&gt;
&lt;br /&gt;
=== Crit Build Guides ===&lt;br /&gt;
&lt;br /&gt;
[[The Homer]] by Filorux (coming soon)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Elemental Builds ==&lt;br /&gt;
&lt;br /&gt;
Elemental builds try to raise special effect attack strengths such as Phasing, Shocking, etc... to put the hurt on mobs.  &lt;br /&gt;
&lt;br /&gt;
These builds will have some kind of investment in Elemental Visions for self-buffing, and/or Elemental Beacon to debuff mobs for the whole group.  &lt;br /&gt;
&lt;br /&gt;
=== Elemental Build Guides ===&lt;br /&gt;
&lt;br /&gt;
This space for rent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Crit / Elemental Hybrid Builds ==&lt;br /&gt;
&lt;br /&gt;
Crit / Elemental Hybrid builds will take some skills from the Crit Monkeys and some from the Elemental Masters to offer up new and exciting ways to deliver the package.&lt;br /&gt;
&lt;br /&gt;
Whether they are softening up targets with Phase Attacks to achieve world record crit damage, or using crit-boosted skills to dish out an elemental barrage, they should have something to bring to the table.&lt;br /&gt;
&lt;br /&gt;
=== Crit / Elemental Hybrid Build Guides ===&lt;br /&gt;
&lt;br /&gt;
[[The Rainmaker]] by Filorux&lt;/div&gt;</summary>
		<author><name>Filorux</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Marksman_builds&amp;diff=23658</id>
		<title>Marksman builds</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Marksman_builds&amp;diff=23658"/>
		<updated>2007-10-29T00:54:45Z</updated>

		<summary type="html">&lt;p&gt;Filorux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes certain build types at a high level (e.g. &amp;quot;crit build&amp;quot;), and will link to guides for certain builds.&lt;br /&gt;
&lt;br /&gt;
== Crit Builds ==&lt;br /&gt;
&lt;br /&gt;
Crit builds try to raise the chance for a critical hit in order to deal more damage and trigger passive abilities. &lt;br /&gt;
&lt;br /&gt;
These builds max Dead Eye to increase crit chance, and often max Hollow Points as well to increase damage when you crit. Most builds then focus on one of the three crit passives (Ricochet, Reflected Shot or Homing Shot). You often see Tactical Stance used to increase the chance for crits even further.&lt;br /&gt;
&lt;br /&gt;
=== Crit Build Guides ===&lt;br /&gt;
&lt;br /&gt;
[[The Homer]] by Filorux (coming soon)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Elemental Builds ==&lt;br /&gt;
&lt;br /&gt;
Elemental builds try to raise special effect attack strengths such as Phasing, Shocking, etc... to put the hurt on mobs.  &lt;br /&gt;
&lt;br /&gt;
These builds will have some kind of investment in Elemental Visions for self-buffing, and/or Elemental Beacon to debuff mobs for the whole group.  &lt;br /&gt;
&lt;br /&gt;
=== Elemental Build Guides ===&lt;br /&gt;
&lt;br /&gt;
This space for rent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Crit / Elemental Hybrid Builds ==&lt;br /&gt;
&lt;br /&gt;
Crit / Elemental Hybrid builds will take some skills from the Crit Monkeys and some from the Elemental Masters to offer up new and exciting ways to deliver the package.&lt;br /&gt;
&lt;br /&gt;
Whether they are softening up targets with Phase Attacks to achieve world record crit damage, or using crit-boosted skills to dish out an elemental barrage, they should have something to bring to the table.&lt;br /&gt;
&lt;br /&gt;
=== Crit / Elemental Hybrid Builds ===&lt;br /&gt;
&lt;br /&gt;
[[The Rainmaker]] by Filorux&lt;/div&gt;</summary>
		<author><name>Filorux</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=The_Rainmaker&amp;diff=23911</id>
		<title>The Rainmaker</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=The_Rainmaker&amp;diff=23911"/>
		<updated>2007-10-29T00:49:03Z</updated>

		<summary type="html">&lt;p&gt;Filorux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Many thanks to CaLViN for a marksman guide format; without whom I wouldn’t have known how to put all this down in an orderly fashion.&lt;br /&gt;
&lt;br /&gt;
== The Spark ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;rainmaker.&amp;quot; Roget&amp;#039;s New Millennium™ Thesaurus, First Edition (v 1.3.1). Lexico Publishing Group, LLC. 27 Oct. 2007. Thesaurus.com [http://thesaurus.reference.com/browse/rainmaker Rainmaker].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Key skills ==&lt;br /&gt;
&lt;br /&gt;
* Tactical Stance 10/10&lt;br /&gt;
** Passive, crit bonus for proccing Reflected Shot&lt;br /&gt;
&lt;br /&gt;
* Elemental Visions 10/10&lt;br /&gt;
** Passive, maxing phase, ignite, and stun attacks with a modded weapon&lt;br /&gt;
&lt;br /&gt;
* Reflected Shot 7/7&lt;br /&gt;
** Passive, to double / triple dps and increase sfx attack chances&lt;br /&gt;
&lt;br /&gt;
* MultiShot 10/10&lt;br /&gt;
** Active, to increase dps, sfx attack chances, and Reflected Shot proc chances&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Utility / Prerequisite Skills ==&lt;br /&gt;
&lt;br /&gt;
* Escape 1/5&lt;br /&gt;
** For emergencies&lt;br /&gt;
&lt;br /&gt;
* Overshield 3/10&lt;br /&gt;
** Prereq to Elemental Visions&lt;br /&gt;
&lt;br /&gt;
* Rapid Fire 3/10&lt;br /&gt;
** Prereq to Multishot&lt;br /&gt;
&lt;br /&gt;
* Heightened Senses 2/10&lt;br /&gt;
** Prereq to Multishot&lt;br /&gt;
&lt;br /&gt;
* Controlled Burst 3/10&lt;br /&gt;
** Prereq to Multishot&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Leveling ==&lt;br /&gt;
&lt;br /&gt;
This build only realizes its full potential at level 49, when all of the Key Skills are maxed and working in concert.  Leveling should not be a problem, however, as many of the Key Skills as well as Utility Skills can be useful on their own.  Unfortunately at this time I cannot provide a level-by-level detail of skill point investment, as some skills cannot be increased each level – and at higher levels those details are still unknown to me.  I will suggest a general strategy however, which will maximize the potential of what skills are available at each level breakpoint corresponding to the tiers of skills.&lt;br /&gt;
&lt;br /&gt;
Work on Rapid Fire until 5, when Escape is available.  Until Reflected  Shot is available at 15, work on Tactical Stance and the prereq points in Overshield when Tactical Stance is not available.  Until Multishot at 30, prioritize in the following way as much as possible:  Reflected Shot, Tactical Stance, any Multishot prereqs, and finally Elemental Visions.  Finish off by maxing MultiShot and Elemental Visions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
It will come as no surprise to many of you who have read my posts on the Basin Forums that I will be advocating the use of the Firefox Launcher as the primary weapon for this build.  As soon as it becomes available (around the Temple Station area) the Arclite Cluster Rifle will also be in the loadout.  At times when these two are not available, and in the final weapon slot for end-game, user preference shall dictate the choice.  In all cases the weapons will be heavily modded as will be described in the next section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bonuses and mods ==&lt;br /&gt;
&lt;br /&gt;
Since this build will utilize Elemental Visions, mods that give special effect attack strengths (sfx attacks) will be a high priority.  Just as high a priority will be Shield Penetration, because this will provide the ability to apply these sfx attacks before enemies’ shields have been depleted.  Here is a rough list of helpful properties that can be taken from any combination of “magical”, mods, or purchased augmentations:&lt;br /&gt;
&lt;br /&gt;
* For the Firefox&lt;br /&gt;
** Shield Penetration:  X%&lt;br /&gt;
** Adds X% Spectral Damage&lt;br /&gt;
** Adds X to Phase Attack Strength&lt;br /&gt;
** Adds X to Ignite Attack Strength&lt;br /&gt;
** Adds X% to Physical Damage&lt;br /&gt;
** Adds X to Stun Attack Strength&lt;br /&gt;
** Increases Splash Damage Radius:  X%  (less than 10% is not very noticeable)&lt;br /&gt;
&lt;br /&gt;
* For the Cluster Rifle&lt;br /&gt;
** Shield Penetration:  X%&lt;br /&gt;
** Adds X% Spectral Damage&lt;br /&gt;
** Adds X to Phase Attack Strength&lt;br /&gt;
** Adds X to Stun Attack Strength&lt;br /&gt;
&lt;br /&gt;
* In General&lt;br /&gt;
** Increases Damage:  X%&lt;br /&gt;
** Critical Chance Bonus:  X%&lt;br /&gt;
** Critical Chance Multiplier (Monster Type):  X%&lt;br /&gt;
** Critical Damage Bonus:  X%&lt;br /&gt;
** Accuracy, Willpower, Stamina, or All Stats:  +X&lt;br /&gt;
** Certain “Skillful” augments&lt;br /&gt;
*** Any that increase our Key Skills or important properties (Dead-Eye for example)&lt;br /&gt;
*** Any that provide a useful 1-2 point wonder skill to round out the ability to deal with situations (like Sniper, Beacons, etc…)&lt;br /&gt;
*** Absolutely must avoid augments that add points to either Homing Shot or Reflect Shot.  These three skills are mutually exclusive, and so having either of the other two proc will prevent Reflected Shot for the duration.  Neither Ricochet nor Homing Shot will increase dps in the same reliable way that Reflect will for this build. &lt;br /&gt;
** +X% Damage to Spectrals&lt;br /&gt;
*** Artillery is typically most effective against ground based enemies.  Given that Spectrals tend to be fliers, it is a good idea to either mod the Cluster Rifle or a third weapon of choice to specifically handle these types.  This is especially helpful for 314’s Mind and the Exospecter, as the Firefox has limited use in these areas where Spectrals dwell.  The Cluster Rifle, with its phase attack and shield penetration will easily handle Defilers, Corrupters, Pain Leeches, etc… but for the Orbile types something else (like a Zeus Rifle or automatic) may be desired.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Statplay ==&lt;br /&gt;
&lt;br /&gt;
Not knowing exactly what stat feeds are going to look like at max level for this build, nothing too concrete can be said at this point.  First, allow me to state the obvious: that we will want only as much Strength as is required to equip gear.  Also, any extra points can go into Stamina for the purposes of equipping high shield value armors, and survival in extreme modes of play.&lt;br /&gt;
&lt;br /&gt;
Less obvious will be the investment needed for Accuracy and Willpower.  I am tempted to say only as much Accuracy as our gear requires is needed, because our primary weapons have a low rate of fire and splash damage; and so the aiming reticule’s size will not be much of an issue.  This is especially true since we will be making heavy use of Tactical Stance, which will help with aiming quite a bit.  It is likely that some of our weapon mods will draw on our Accuracy feed, so don’t be afraid to have just a few extra points ready to spend or already spent here for that.  Finally, although the critical damage bonus from Accuracy would be nice, this build’s main concern with critical hits is the ability to proc Reflected Shot and not necessarily additional critical damage. &lt;br /&gt;
&lt;br /&gt;
As for Willpower, this might be the hardest stat to gauge prematurely.  First of all, we will need an above average amount to handle the cost of heavily modded weapons.  The Firefox will take 6, and the Cluster Rifle at least 7.  While sticking to &amp;#039;&amp;#039;enhanced&amp;#039;&amp;#039; quality mods will not be too expensive, this build will cry out for &amp;#039;&amp;#039;legendary&amp;#039;&amp;#039; quality mods whereas Increased Damage, Shield Penetration, and Increased Splash Damage Radius are concerned.  As mentioned before, some mods will draw on Accuracy instead of Willpower, and so it is hard to say anything for sure at this point.  Furthermore, MultiShot is an active skill having an unknown cost with 10/10 points at level 49.  The bittersweet news is that the skill has a 30 second cooldown;  sweet in that those 30 seconds will likely be enough time to regenerate most of the cost, and bitter in that it is a shame such a nice skill cannot be used more often.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
Some of this section will be speculative since I have not had the opportunity to try MultiShot.  With perhaps the exception of Reflected Shot, the other key skills speak for themselves.  So allow me to just work through my thinking on this build here, and how it will play out.  This will be a build that focuses on killing groups from range as much as possible.  If not, it will hope to considerably butter-up the enemy before they get into melee range.  If the enemy is of the ranged variety, pity them deeply - this build intends to have a great advantage in firepower over them.  &lt;br /&gt;
&lt;br /&gt;
Begin with the Key Skills we have before getting to MultiShot.  Boosting Reflected Shot is the goal, and the combination of three factors will greatly increase our chances to proc it.  First, we have a respectable chance to crit while in Tactical Stance.  Second, the initial hit of a Firefox projectile will splash over a decent area; and we multiply our chance to crit by the number of enemies hit.  Finally, the fire field left behind by that blast will burn for 3 seconds, with one tick of damage being done per second.  For each mob inside that fire field per second, we add our crit to that initially multiplied value because those ticks can crit as well.  With just a few mobs we should see a crit somewhere on most every shot.  Reflected Shot, with a 55% chance to proc on a crit, should boost on more shots than not, then.  The chances get better and better the more mobs we can hit per shot, of course.&lt;br /&gt;
&lt;br /&gt;
When Reflected Shot boosts, we are going to see some great things happening – especially if the mobs decide to stay close (defined by the splash radius of our weapon) to each other on their way to where we are standing.   The next shot will hit the first mob in line, splash to the others, and then reflect either into that same mob or the next one in line, depending on certain circumstances.  The reflected shot will hit its target, splashing into the group for a second time.  Finally the projectile reflects again; moving to another target and splashing the group for a third time.  Each time the projectile splashes the group it pops another fire field under their feet, also.  Furthermore, each time a mob is hit with either the initial splash or tick of the fire field we have a chance to Ignite, Phase, Stun, and Interrupt it (of which, the first three we are boosting through Elemental Visions).  Ignite is a nice stand-alone effect, but the other three work together in a very particular way.  If we Interrupt or Stun a mob it is stuck in the fire field for another second at least, and also in a great position for our next shot – right where it was on the last shot.  If the mob is Phased, then the (potentially) three fire fields beneath it are burning 50% hotter, and so will the splash from the next shot.  &lt;br /&gt;
&lt;br /&gt;
At level 22 this is an incredibly powerful synergy of skills and weapon effects, even with the recent changes to the Firefox (reducing damage by 10% and Interrupt Strength by 45%).  The boost to Reflected Shot happens quite often here, and that is without a full investment in either Tactical Stance or Reflected Shot.  Now crank the build to level 50, and add MultiShot to the mix.  MultiShot will fire 2 additional projectiles for 13 seconds every 30 seconds.  This could be used in two ways:  1) To pretty much guarantee that Reflected Shot will proc somewhere in that time frame, or 2) After Reflected Shot has procced, to show folks why we call this build The Rainmaker!&lt;br /&gt;
&lt;br /&gt;
From time to time it will be unavoidable that mobs will make it to melee range.  On these occasions, and when travelling through maps where long-range engagement is not possible, swap to the Cluster Rifle and spam in their general direction from Tactical Stance.  This weapon has a nice splash effect that will proc Reflected Shot quite often, even without a fire field to help it out.  Having some Stun Attack Strength on it will help keep our damage taken low, or provide an opportunity to escape out of range if needed.  Phasing is always nice to reduce damage taken as well as increase killing power, too.  Don’t forget that we have some pre-requisite points in Rapid Fire, and the Cluster Rifle would probably work well with that – especially in tight spaces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Open Issues ==&lt;br /&gt;
&lt;br /&gt;
* How does MultiShot treat those additional projectiles?&lt;br /&gt;
** Subsequent shots?&lt;br /&gt;
** Simultaneously in a fan pattern, or random scatter?&lt;br /&gt;
* What to do with the level 50 skill point?&lt;br /&gt;
* What are the implications of the 5x maximum upgrades rule for the build?&lt;br /&gt;
** Will the Firefox 237 appear sufficiently late in the game to make a 5x upgraded one viable in the later stages of the game?&lt;br /&gt;
** Is there another version of the Cluster Rifle, and ditto the concerns of the Firefox 237 for it?&lt;br /&gt;
* What other weapons might there be past Temple Station that would work well with this build?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Math ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; &lt;br /&gt;
|+ Proccing Reflected Shot&lt;br /&gt;
! Weapon !! # Splashed !! # tick 1 !! # tick 2 !! # tick 3 !! Ttl Hits !! Crit % !! Ttl Crit % !! Proc % !! Ttl Proc %&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! Firefox Launcher&lt;br /&gt;
| 5 || 5 || 5 || 5 || 20 || 14%	|| 280%	|| 55% || 154%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! Firefox Launcher&lt;br /&gt;
| 5 || 5 || 4 || 2 || 16 || 14% || 224%	|| 55% || 123%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! Firefox Launcher&lt;br /&gt;
| 4 || 4 || 3 || 2 || 13 || 14% || 168%	|| 55% || 92%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! Firefox Launcher&lt;br /&gt;
| 3 || 3 || - || - || 6 || 14% || 84% || 55%  || 46%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! Firefox Launcher&lt;br /&gt;
| 2 || 2 || - || - || 4 || 14% || 56% || 55% || 31%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a little table detailing some different firing situations with the Firefox.  At the top shows a best case scenario, where a large number of mobs are hit by the initial splash and all stay within the fire field for the full duration.  Moving on down we see less mobs being hit, and various numbers remaining in the fire field; to get a view of what happens when fewer and fewer mobs are hit.  From experience, hitting three mobs is about average.  One can expect to get one or two of them stuck in the field for more than just the first tick, especially when “leading” them – or, placing the fire field in the likely path they will take on their way to you.  &lt;br /&gt;
&lt;br /&gt;
This is the basic math in abstract, but the story in the game is quite different - and more favorable to our cause.  It is not necessary to proc Reflected Shot in one shot to accomplish our goal of severely thinning the herd before it reaches us.  Normally the first shot will “wake up” the mobs, or start the aggro process.  By the time a second shot is already on its way, and the mobs have not moved a great deal from their original location – especially if we’ve Interrupted or Stunned them.  Go ahead and double the 46% figure to 92%, and then throw in a few more points for good measure (because surely at least one of them has been in the fire field for the second tick of one of those two shots).  This is all we need to reach 100% chance to proc, but in reality there are still more chances.  At 30-40 yards there will be time for three shots at least, and this is more than enough.  Now consider that Multishot has not been brought into the math yet.  Go ahead and (potentially) triple any number along the way you would like.  &amp;quot;Now I am become Death, the destroyer of worlds.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Build Variants ==&lt;br /&gt;
&lt;br /&gt;
Since this build is not complete until level 49, I am not going to be suggesting what should be done with the final skill point.  I’ll go as far as to say that there are about 15 skills that it could possibly be put into, and I doubt that it makes very much difference which one it is.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:Filorux|Filorux]] 00:36, 29 Oct 2007 (GMT)&lt;br /&gt;
----&lt;br /&gt;
back to [[Marksman builds]]&lt;/div&gt;</summary>
		<author><name>Filorux</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=The_Rainmaker&amp;diff=23656</id>
		<title>The Rainmaker</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=The_Rainmaker&amp;diff=23656"/>
		<updated>2007-10-29T00:36:28Z</updated>

		<summary type="html">&lt;p&gt;Filorux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Many thanks to CaLViN for a marksman guide format; without whom I wouldn’t have known how to put all this down in an orderly fashion.&lt;br /&gt;
&lt;br /&gt;
== The Spark ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;rainmaker.&amp;quot; Roget&amp;#039;s New Millennium™ Thesaurus, First Edition (v 1.3.1). Lexico Publishing Group, LLC. 27 Oct. 2007. Thesaurus.com [http://thesaurus.reference.com/browse/rainmaker Rainmaker].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Key skills ==&lt;br /&gt;
&lt;br /&gt;
* Tactical Stance 10/10&lt;br /&gt;
** Passive, crit bonus for proccing Reflected Shot&lt;br /&gt;
&lt;br /&gt;
* Elemental Visions 10/10&lt;br /&gt;
** Passive, maxing phase, ignite, and stun attacks with a modded weapon&lt;br /&gt;
&lt;br /&gt;
* Reflected Shot 7/7&lt;br /&gt;
** Passive, to double / triple dps and increase sfx attack chances&lt;br /&gt;
&lt;br /&gt;
* MultiShot 10/10&lt;br /&gt;
** Active, to increase dps, sfx attack chances, and Reflected Shot proc chances&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Utility / Prerequisite Skills ==&lt;br /&gt;
&lt;br /&gt;
* Escape 1/5&lt;br /&gt;
** For emergencies&lt;br /&gt;
&lt;br /&gt;
* Overshield 3/10&lt;br /&gt;
** Prereq to Elemental Visions&lt;br /&gt;
&lt;br /&gt;
* Rapid Fire 3/10&lt;br /&gt;
** Prereq to Multishot&lt;br /&gt;
&lt;br /&gt;
* Heightened Senses 2/10&lt;br /&gt;
** Prereq to Multishot&lt;br /&gt;
&lt;br /&gt;
* Controlled Burst 3/10&lt;br /&gt;
** Prereq to Multishot&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Leveling ==&lt;br /&gt;
&lt;br /&gt;
This build only realizes its full potential at level 49, when all of the Key Skills are maxed and working in concert.  Leveling should not be a problem, however, as many of the Key Skills as well as Utility Skills can be useful on their own.  Unfortunately at this time I cannot provide a level-by-level detail of skill point investment, as some skills cannot be increased each level – and at higher levels those details are still unknown to me.  I will suggest a general strategy however, which will maximize the potential of what skills are available at each level breakpoint corresponding to the tiers of skills.&lt;br /&gt;
&lt;br /&gt;
Work on Rapid Fire until 5, when Escape is available.  Until Reflected  Shot is available at 15, work on Tactical Stance and the prereq points in Overshield when Tactical Stance is not available.  Until Multishot at 30, prioritize in the following way as much as possible:  Reflected Shot, Tactical Stance, any Multishot prereqs, and finally Elemental Visions.  Finish off by maxing MultiShot and Elemental Visions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
It will come as no surprise to many of you who have read my posts on the Basin Forums that I will be advocating the use of the Firefox Launcher as the primary weapon for this build.  As soon as it becomes available (around the Temple Station area) the Arclite Cluster Rifle will also be in the loadout.  At times when these two are not available, and in the final weapon slot for end-game, user preference shall dictate the choice.  In all cases the weapons will be heavily modded as will be described in the next section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bonuses and mods ==&lt;br /&gt;
&lt;br /&gt;
Since this build will utilize Elemental Visions, mods that give special effect attack strengths (sfx attacks) will be a high priority.  Just as high a priority will be Shield Penetration, because this will provide the ability to apply these sfx attacks before enemies’ shields have been depleted.  Here is a rough list of helpful properties that can be taken from any combination of “magical”, mods, or purchased augmentations:&lt;br /&gt;
&lt;br /&gt;
* For the Firefox&lt;br /&gt;
** Shield Penetration:  X%&lt;br /&gt;
** Adds X% Spectral Damage&lt;br /&gt;
** Adds X to Phase Attack Strength&lt;br /&gt;
** Adds X to Ignite Attack Strength&lt;br /&gt;
** Adds X% to Physical Damage&lt;br /&gt;
** Adds X to Stun Attack Strength&lt;br /&gt;
** Increases Splash Damage Radius:  X%  (less than 10% is not very noticeable)&lt;br /&gt;
&lt;br /&gt;
* For the Cluster Rifle&lt;br /&gt;
** Shield Penetration:  X%&lt;br /&gt;
** Adds X% Spectral Damage&lt;br /&gt;
** Adds X to Phase Attack Strength&lt;br /&gt;
** Adds X to Stun Attack Strength&lt;br /&gt;
&lt;br /&gt;
* In General&lt;br /&gt;
** Increases Damage:  X%&lt;br /&gt;
** Critical Chance Bonus:  X%&lt;br /&gt;
** Critical Chance Multiplier (Monster Type):  X%&lt;br /&gt;
** Critical Damage Bonus:  X%&lt;br /&gt;
** Accuracy, Willpower, Stamina, or All Stats:  +X&lt;br /&gt;
** Certain “Skillful” augments&lt;br /&gt;
*** Any that increase our Key Skills or important properties (Dead-Eye for example)&lt;br /&gt;
*** Any that provide a useful 1-2 point wonder skill to round out the ability to deal with situations (like Sniper, Beacons, etc…)&lt;br /&gt;
*** Absolutely must avoid augments that add points to either Homing Shot or Reflect Shot.  These three skills are mutually exclusive, and so having either of the other two proc will prevent Reflected Shot for the duration.  Neither Ricochet nor Homing Shot will increase dps in the same reliable way that Reflect will for this build. &lt;br /&gt;
** +X% Damage to Spectrals&lt;br /&gt;
*** Artillery is typically most effective against ground based enemies.  Given that Spectrals tend to be fliers, it is a good idea to either mod the Cluster Rifle or a third weapon of choice to specifically handle these types.  This is especially helpful for 314’s Mind and the Exospecter, as the Firefox has limited use in these areas where Spectrals dwell.  The Cluster Rifle, with its phase attack and shield penetration will easily handle Defilers, Corrupters, Pain Leeches, etc… but for the Orbile types something else (like a Zeus Rifle or automatic) may be desired.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Statplay ==&lt;br /&gt;
&lt;br /&gt;
Not knowing exactly what stat feeds are going to look like at max level for this build, nothing too concrete can be said at this point.  First, allow me to state the obvious: that we will want only as much Strength as is required to equip gear.  Also, any extra points can go into Stamina for the purposes of equipping high shield value armors, and survival in extreme modes of play.&lt;br /&gt;
&lt;br /&gt;
Less obvious will be the investment needed for Accuracy and Willpower.  I am tempted to say only as much Accuracy as our gear requires is needed, because our primary weapons have a low rate of fire and splash damage; and so the aiming reticule’s size will not be much of an issue.  This is especially true since we will be making heavy use of Tactical Stance, which will help with aiming quite a bit.  It is likely that some of our weapon mods will draw on our Accuracy feed, so don’t be afraid to have just a few extra points ready to spend or already spent here for that.  Finally, although the critical damage bonus from Accuracy would be nice, this build’s main concern with critical hits is the ability to proc Reflected Shot and not necessarily additional critical damage. &lt;br /&gt;
&lt;br /&gt;
As for Willpower, this might be the hardest stat to gauge prematurely.  First of all, we will need an above average amount to handle the cost of heavily modded weapons.  The Firefox will take 6, and the Cluster Rifle at least 7.  While sticking to &amp;#039;&amp;#039;enhanced&amp;#039;&amp;#039; quality mods will not be too expensive, this build will cry out for &amp;#039;&amp;#039;legendary&amp;#039;&amp;#039; quality mods whereas Increased Damage, Shield Penetration, and Increased Splash Damage Radius are concerned.  As mentioned before, some mods will draw on Accuracy instead of Willpower, and so it is hard to say anything for sure at this point.  Furthermore, MultiShot is an active skill having an unknown cost with 10/10 points at level 49.  The bittersweet news is that the skill has a 30 second cooldown;  sweet in that those 30 seconds will likely be enough time to regenerate most of the cost, and bitter in that it is a shame such a nice skill cannot be used more often.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
Some of this section will be speculative since I have not had the opportunity to try MultiShot.  With perhaps the exception of Reflected Shot, the other key skills speak for themselves.  So allow me to just work through my thinking on this build here, and how it will play out.  This will be a build that focuses on killing groups from range as much as possible.  If not, it will hope to considerably butter-up the enemy before they get into melee range.  If the enemy is of the ranged variety, pity them deeply - this build intends to have a great advantage in firepower over them.  &lt;br /&gt;
&lt;br /&gt;
Begin with the Key Skills we have before getting to MultiShot.  Boosting Reflected Shot is the goal, and the combination of three factors will greatly increase our chances to proc it.  First, we have a respectable chance to crit while in Tactical Stance.  Second, the initial hit of a Firefox projectile will splash over a decent area; and we multiply our chance to crit by the number of enemies hit.  Finally, the fire field left behind by that blast will burn for 3 seconds, with one tick of damage being done per second.  For each mob inside that fire field per second, we add our crit to that initially multiplied value because those ticks can crit as well.  With just a few mobs we should see a crit somewhere on most every shot.  Reflected Shot, with a 55% chance to proc on a crit, should boost on more shots than not, then.  The chances get better and better the more mobs we can hit per shot, of course.&lt;br /&gt;
&lt;br /&gt;
When Reflected Shot boosts, we are going to see some great things happening – especially if the mobs decide to stay close (defined by the splash radius of our weapon) to each other on their way to where we are standing.   The next shot will hit the first mob in line, splash to the others, and then reflect either into that same mob or the next one in line, depending on certain circumstances.  The reflected shot will hit its target, splashing into the group for a second time.  Finally the projectile reflects again; moving to another target and splashing the group for a third time.  Each time the projectile splashes the group it pops another fire field under their feet, also.  Furthermore, each time a mob is hit with either the initial splash or tick of the fire field we have a chance to Ignite, Phase, Stun, and Interrupt it (of which, the first three we are boosting through Elemental Visions).  Ignite is a nice stand-alone effect, but the other three work together in a very particular way.  If we Interrupt or Stun a mob it is stuck in the fire field for another second at least, and also in a great position for our next shot – right where it was on the last shot.  If the mob is Phased, then the (potentially) three fire fields beneath it are burning 50% hotter, and so will the splash from the next shot.  &lt;br /&gt;
&lt;br /&gt;
At level 22 this is an incredibly powerful synergy of skills and weapon effects, even with the recent changes to the Firefox (reducing damage by 10% and Interrupt Strength by 45%).  The boost to Reflected Shot happens quite often here, and that is without a full investment in either Tactical Stance or Reflected Shot.  Now crank the build to level 50, and add MultiShot to the mix.  MultiShot will fire 2 additional projectiles for 13 seconds every 30 seconds.  This could be used in two ways:  1) To pretty much guarantee that Reflected Shot will proc somewhere in that time frame, or 2) After Reflected Shot has procced, to show folks why we call this build The Rainmaker!&lt;br /&gt;
&lt;br /&gt;
From time to time it will be unavoidable that mobs will make it to melee range.  On these occasions, and when travelling through maps where long-range engagement is not possible, swap to the Cluster Rifle and spam in their general direction from Tactical Stance.  This weapon has a nice splash effect that will proc Reflected Shot quite often, even without a fire field to help it out.  Having some Stun Attack Strength on it will help keep our damage taken low, or provide an opportunity to escape out of range if needed.  Phasing is always nice to reduce damage taken as well as increase killing power, too.  Don’t forget that we have some pre-requisite points in Rapid Fire, and the Cluster Rifle would probably work well with that – especially in tight spaces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Open Issues ==&lt;br /&gt;
&lt;br /&gt;
* How does MultiShot treat those additional projectiles?&lt;br /&gt;
** Subsequent shots?&lt;br /&gt;
** Simultaneously in a fan pattern, or random scatter?&lt;br /&gt;
* What to do with the level 50 skill point?&lt;br /&gt;
* What are the implications of the 5x maximum upgrades rule for the build?&lt;br /&gt;
** Will the Firefox 237 appear sufficiently late in the game to make a 5x upgraded one viable in the later stages of the game?&lt;br /&gt;
** Is there another version of the Cluster Rifle, and ditto the concerns of the Firefox 237 for it?&lt;br /&gt;
* What other weapons might there be past Temple Station that would work well with this build?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Math ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; &lt;br /&gt;
|+ Proccing Reflected Shot&lt;br /&gt;
! Weapon !! # Splashed !! # tick 1 !! # tick 2 !! # tick 3 !! Ttl Hits !! Crit % !! Ttl Crit % !! Proc % !! Ttl Proc %&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! Firefox Launcher&lt;br /&gt;
| 5 || 5 || 5 || 5 || 20 || 14%	|| 280%	|| 55% || 154%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! Firefox Launcher&lt;br /&gt;
| 5 || 5 || 4 || 2 || 16 || 14% || 224%	|| 55% || 123%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! Firefox Launcher&lt;br /&gt;
| 4 || 4 || 3 || 2 || 13 || 14% || 168%	|| 55% || 92%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! Firefox Launcher&lt;br /&gt;
| 3 || 3 || - || - || 6 || 14% || 84% || 55%  || 46%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! Firefox Launcher&lt;br /&gt;
| 2 || 2 || - || - || 4 || 14% || 56% || 55% || 31%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a little table detailing some different firing situations with the Firefox.  At the top shows a best case scenario, where a large number of mobs are hit by the initial splash and all stay within the fire field for the full duration.  Moving on down we see less mobs being hit, and various numbers remaining in the fire field; to get a view of what happens when fewer and fewer mobs are hit.  From experience, hitting three mobs is about average.  One can expect to get one or two of them stuck in the field for more than just the first tick, especially when “leading” them – or, placing the fire field in the likely path they will take on their way to you.  &lt;br /&gt;
&lt;br /&gt;
This is the basic math in abstract, but the story in the game is quite different - and more favorable to our cause.  It is not necessary to proc Reflected Shot in one shot to accomplish our goal of severely thinning the herd before it reaches us.  Normally the first shot will “wake up” the mobs, or start the aggro process.  By the time a second shot is already on its way, and the mobs have not moved a great deal from their original location – especially if we’ve Interrupted or Stunned them.  Go ahead and double the 46% figure to 92%, and then throw in a few more points for good measure (because surely at least one of them has been in the fire field for the second tick of one of those two shots).  This is all we need to reach 100% chance to proc, but in reality there are still more chances.  At 30-40 yards there will be time for three shots at least, and this is more than enough.  Now consider that Multishot has not been brought into the math yet.  Go ahead and (potentially) triple any number along the way you would like.  &amp;quot;Now I am become Death, the destroyer of worlds.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Build Variants ==&lt;br /&gt;
&lt;br /&gt;
Since this build is not complete until level 49, I am not going to be suggesting what should be done with the final skill point.  I’ll go as far as to say that there are about 15 skills that it could possibly be put into, and I doubt that it makes very much difference which one it is.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:Filorux|Filorux]] 00:36, 29 Oct 2007 (GMT)&lt;/div&gt;</summary>
		<author><name>Filorux</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Marksman_builds&amp;diff=23657</id>
		<title>Marksman builds</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Marksman_builds&amp;diff=23657"/>
		<updated>2007-10-28T22:47:45Z</updated>

		<summary type="html">&lt;p&gt;Filorux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes certain build types at a high level (e.g. &amp;quot;crit build&amp;quot;), and will link to guides for certain builds.&lt;br /&gt;
&lt;br /&gt;
== Crit Builds ==&lt;br /&gt;
&lt;br /&gt;
Crit builds try to raise the chance for a critical hit in order to deal more damage and trigger passive abilities. &lt;br /&gt;
&lt;br /&gt;
These builds max Dead Eye to increase crit chance, and often max Hollow Points as well to increase damage when you crit. Most builds then focus on one of the three crit passives (Ricochet, Reflected Shot or Homing Shot). You often see Tactical Stance used to increase the chance for crits even further.&lt;br /&gt;
&lt;br /&gt;
=== Crit Build Guides ===&lt;br /&gt;
&lt;br /&gt;
[[The Homer]] by Filorux&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Elemental Builds ==&lt;br /&gt;
&lt;br /&gt;
Elemental builds try to raise special effect attack strengths such as Phasing, Shocking, etc... to put the hurt on mobs.  &lt;br /&gt;
&lt;br /&gt;
These builds will have some kind of investment in Elemental Visions for self-buffing, or Elemental Beacon to debuff mobs for the whole group.  &lt;br /&gt;
&lt;br /&gt;
=== Elemental Build Guides ===&lt;br /&gt;
&lt;br /&gt;
This space for rent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Crit / Elemental Hybrid Builds ==&lt;br /&gt;
&lt;br /&gt;
Crit / Elemental Hybrid builds will take some skills from the Crit Monkeys and some from the Elemental Masters to offer up new and exciting ways to deliver the package.&lt;br /&gt;
&lt;br /&gt;
Whether they are softening up targets with Phase Attacks to achieve world record crit damage, or using crit-boosted skills to dish out an elemental barrage, they should have something to bring to the table.&lt;br /&gt;
&lt;br /&gt;
=== Crit / Elemental Hybrid Builds ===&lt;br /&gt;
&lt;br /&gt;
[[The Rainmaker]] by Filorux&lt;/div&gt;</summary>
		<author><name>Filorux</name></author>
	</entry>
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