Marksman
Main stats: dexterity
Main weapons: Bow, crossbow, off hand melee weapon.
Philosophy: The marksman is patient, he lays a trap and waits for his prey to walk into it. He doesn’t take bad shots, only the perfect ones.
Class passive trait: Considerably reduced aggro range and threat generation. Increased trap placement range.
Core Abilities:
Resonating arrow: Fire an arrow into the ground at a targeted location, drawing the attention of enemies who are not otherwise occupied.
Exploding arrow: Fire an arrow which detonates against the first enemy struck, dealing fire damage and igniting all enemies near the initial target.
Tar Trap: Arm a trap at the target location, detonating when an enemy walks over it and creating a large patch of slowing tar. Tar may catch fire under certain circumstances (exploding arrow and a few other skills ignite the tar to deal bonus fire damage)
(high tier/ marksman only abilities)
Snipe: Line up the perfect shot, dealing massive damage to the first enemy struck, snipe deals bonus damage to uninjured enemies.
Unlimited: for the next 5 seconds, all skills and abilities have no cooldown, cost no mana, and create an echo of the marksman who will repeat the ability at a nearby enemy once unlimited ends. When unlimited ends you lose all mana.
Passive nodes (Aside from generic ones)
Longshot: Ability damage is increased the longer a projectile travels before striking an enemy.
Magic Fletching: Ranged skills deal base elemental damage of all types.
Maximum draw: Ranged skills deal more damage if no ranged skills have been used in the last 3 seconds.
Between the eyes: the first attack against enemies is guaranteed to crit.