Musketeer

Best Armour Affixes
+% Crit Damage

+% Crit Chance

Best Weapon Affixes
See: Affixes for more details.


 * Unbending: Improved survivability (you can't heal when you're dead)
 * Charged Strikes: Improved healing
 * First Strike: Builds more threat on your first hit (if Musky-Tanking on adds)

Orbs
The musketeer can load a variety of orbs into his weapon to cause a wide array of useful effects. These effects can be amplified by "charging" the shot -- this is accomplished by holding the trigger button for a few seconds prior to firing the shot. You will know the shot is "charged" when the weapon's muzzle is glowing purple.

All orbs have a small area-of-effect (AOE). So, shooting the ground near a group of allies/enemies and/or shooting an ally/enemy in the middle of a tight grouping will affect all nearby targets. If you take the level 20 talent "Charged Orb", then your AOE radius is significantly increased when you shoot an enemy or your turret.

See relative healing quantities for different abilities here: Musketeer Healing Numbers

Healing Orbs
A large immediate heal. 12s cooldown. You can shoot your turret with this orb to amplify the turret's healing. TODO: what is the % healing boost for normal and charged shots both direct to a target and into a turret? Do all targets receive equal healing or does the primary target get more? Buffs your target(s) with a heal-over-time (HOT). This orb has a short cooldown. You can shoot your turret with this orb to apply the renew buff to every target the turret shoots. Blocks some incoming damage for a short time. Wears off rapidly. Has a medium cooldown. If you shoot your turret with this orb, all allies in a large radius will be shielded then your turret will be destroyed. Removes one debuff from allied target(s). 4s cooldown. If you shoot your turret with this orb, the effect will have a larger radius and your turret will be destroyed. Creates a large pool on the ground. Any ally inside the pool will receive periodic healing. Has a very long cooldown. If you shoot your turret with this orb, the closest dead ally will be resurrected. NOTE: resurrect may require a charged shot into a heal-oriented-turret. NOTE: resurrect has a 20 minute cooldown and requires one reagent.

Damaging Orbs
Slows enemy target(s). If you shoot your turret with this orb, the effect has a larger radius and destroys your turret. Pulls enemy target(s) toward the orb. If you shoot your turret with this orb, the effect has a larger radius and destroys your turret. Applies a damage-over-time (DOT) debuff to enemy target(s). If you shoot your turret with this orb, all enemy targets damaged by your turret will receive the poison debuff. Applies a debuff to enemy target(s) causing them to receive more damage. The musketeer will gain a 20% damage buff. The musketeer's poison debuff will gain a 50% damage buff. All allies will gain a 5% damage buff. If you shoot your turret with this orb, the effect has a larger radius and destroys your turret.


 * Note: This orb effect cannot stack on a target. New shots override the old ones (even if you have more than one Musketeer in a group).

Turret
All musketeers have a turret. It is the small woven red ball attached to your chest. You can pick it up and throw it. It will stick in place after 2 seconds of being thrown. This allows you to place it high up in the air, near you, on the ground, or in mid-air between you and mobs. Placement matters!

The turret blocks ranged attacks from allies and enemies. So, you can hide behind your turret while caster enemies try to shoot you. It can also cause your allied scoundrel to miss all of his shots. Be mindful.

Before you throw the turret, you can use the trigger button to flip it between "heal mode" and "damage mode". When you click the trigger, you will see the turret flash yellow when it has just transitioned into "heal mode". It will flash purple when it has just transitioned into "damage mode".

Turret Note

 * You can apply up to 2 simultaneous buffs to the turret. Example: Renew + Cure Wounds.


 * You can apply poison + renew simultaneously to the turret. It will alternate damage/healing. It prioritizes healing when any target is below 100% and only damages when no healing target is viable.

Soloing Spec

 * Improved Poison: You are focused on doing damage - this will help.
 * Speedy: You don't need an expanded lifewell when you're the only one affected by it.
 * Either: Choose "Curative Shield" if you are fighting difficult mobs.  Choose "Explosive Shield" if you are farming weak mobs.
 * Beacon of Light: You won't be charging healing orbs since you don't need expanded radius when you are alone.  All mobs will be near each other for charged dps orbs.
 * One for All: Doubling your turret's damage (or healing) is amazing.

Dungeon/Raid Spec

 * Improved Renew: More healing.
 * Improved Lifewell: It's easier for your friends to get into the lifewell.
 * Curative Shield: Helps the tank stay alive.
 * Charged Orb: This is critical! Each orb will hit most of the team rather than just one ally.
 * One for All: Your turret does amazing healing. Help it do even MORE.

Mishka's Guide To Musketeer
Mishka's Full Musketeer Guide

Todo List
TODO: what is the duration of the turret if you never destroy it with an orb?

TODO: how much healing/damage does it do if you never shoot it with an orb? I assume it is relative to the player's weapon damage - and is affected by intellect/strength buffs.

TODO: determine the duration of lifewell orb, direct renew buff, turret renew buff, and turret lifetime.

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