Musketeer/Tilesets

Description
Which tilesets you choose will be dependent on your orb selection.

Musketeer (Overworld Solo-Questing) (Source: Traffic Cone)


This is the quantity and type of runes you will need to make the above tileset:

Traffic Cone (Overworld Solo-Questing) - Tile Set Orb Rotation Options:
ᛃ: Decurse or shield orb

ᛏ: Renew orb, cure wounds, lifewell, or shield with heal talent

ᛗ: Normal shots count as two hits (charged shots don't)

ᛟ: Poison orb

Musketeer (Source: Pherosis)
This is the quantity and type of runes you will need:

Pherosis - Tile Set Orb Rotation Options:
ᛃ: Decurse or shield orb

ᛏ: Renew orb, cure wounds, lifewell, or shield with heal talent

ᛗ: Normal shots count as two hits (charged shots don't)

ᚢ: Weakness orb or gravity orb

Weakness - Tile Set Orb Rotation Options:

 * Rotation: Weakness + renew. To modify to +shield change ᛟ -> ᛃ
 * Tileset Option 1: ᚢ ᛏ ᛟ
 * Bosses: 1% interference due to a delay tile
 * Trash: 5% interference most likely due to the bounce of weakness
 * Notes: You need to be healed (have a renew, lifewell or being actively healed by turret)
 * Tileset Option 2: ᚢ ᛁ ᛟ (or ᚢ ᛏ ᛁ ᛟ )
 * Same interference as above, slightly less maybe.
 * Notes: The hard part about using this is making sure you do the timing between the two orbs right every time. This may take a little getting used to.

How to Read Musketeer Runesight
Reading musketeer tiles have a lot of interference and are very hard to read/ understand for a variety of reasons. This section is mostly going to go into how you cannot read musketeer tiles more than how you can haha.

Issue 1: Level 20 Talent: Charged Orb
This talent is by far the most useful for musketeer and should definitely be selected because when you do a charged shot at the enemy, you can potentially everyone in your party with a heal (if they are all within distance). The *downside* to this talent for tiles is that you will get a tile for each person you apply a buff to.

For example, if you charge shot a renew followed by a shield in a dungeon where you hit everyone in the party (5) the tiles over your head will look like: ᛟᛟᛟᛟᛟᛏᛁᛃᛃᛃᛃᛃ. If you were to make the tileset ᛟᛏᛃ, you have 5% of interference. This is true for all orbs that have affects on your party.

The reverse is true for damage orbs that are charged for effects on enemies. If you charge a weakness and it hits 3 enemies, you will get 3 ᚢ tiles in a row. The *benefit* is that on boss fights, this is usually just 1 enemy therefore making a reasonable set start with weakness. The main question is then what orb do people shoot after weakness?

Issue 2: Turret
Depending on if your turret is out or now may change the number of hits per second tiles you get. At the very least, it makes the number way more inconsistent.

Additionally, the turret can act as an "enemy" which will count for any number of enemies hit, or it will change depending on if your turret is out. Theoretically if your turret is out, and you are fighting a boss, every charge shot you will see a 1 (hit 2+ enemies).

This gets further complicated with interference between tile classes which is described on the interference between tile classes section. Meaning if your turret is out and you are charge shotting, you are likely to get the a number of enemies hit tile rather than any hits per second tiles.

Issue 3: Delay Tiles
The orbs do not all respawn at the same rates and in boss fights you might save orbs for specific times. Therefore having a delay tile may be inconsistent without really structured practice for it.

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