JhND
New member
Backstory:
Once renowned Marksman became obsessed with the idea of becoming the most accurate shooter that ever lived, to never miss a shot. But even after years of training he still missed from time to time and desperate resorted to the occult deal. The Marksman has sold souls of everyone he loved for the secret of making magical bullets. And so he started collecting others souls, both as a fuel for magic bullets and as a display of his mastery. After he was hunted down by the Venator and lost, The Marksman was forced to exchange his collection for a second chance. Now, The Marksman is joining the streets of Green Apple to rebuild his collection, or in the best case scenario, to fix a mistake of his past, though he would never acknowledge this.
Kit description:
The Marksman is Medium range Burst hybrid Spirit/Gun dps.
The Marksman uses Bounsing Cask to quickly take down the troopers, securing their souls for his Soul Taker collection. When enemy hero shows in his range The Marksman swiftly forges 7 Magic Bullets using souls from his Soul Taker collection and if enemies survive the encounter The Marksman finishes them off with quick barrage. The Marksman's deteriorating body makes him harder to kill at lower life and even if enemies would succeed he would Bargain to have a second chance.
Weapon:
"The Memory" - Winchester type rifle with slightly lower than average fire rate and medium damage. Reloads one bullet at a time and reload speed scales with spirit.
Abilities:
Once renowned Marksman became obsessed with the idea of becoming the most accurate shooter that ever lived, to never miss a shot. But even after years of training he still missed from time to time and desperate resorted to the occult deal. The Marksman has sold souls of everyone he loved for the secret of making magical bullets. And so he started collecting others souls, both as a fuel for magic bullets and as a display of his mastery. After he was hunted down by the Venator and lost, The Marksman was forced to exchange his collection for a second chance. Now, The Marksman is joining the streets of Green Apple to rebuild his collection, or in the best case scenario, to fix a mistake of his past, though he would never acknowledge this.
Kit description:
The Marksman is Medium range Burst hybrid Spirit/Gun dps.
The Marksman uses Bounsing Cask to quickly take down the troopers, securing their souls for his Soul Taker collection. When enemy hero shows in his range The Marksman swiftly forges 7 Magic Bullets using souls from his Soul Taker collection and if enemies survive the encounter The Marksman finishes them off with quick barrage. The Marksman's deteriorating body makes him harder to kill at lower life and even if enemies would succeed he would Bargain to have a second chance.
Weapon:
"The Memory" - Winchester type rifle with slightly lower than average fire rate and medium damage. Reloads one bullet at a time and reload speed scales with spirit.
Abilities:
- Bounsing Cask
Charge Based ability with low cooldown, starts with 2 charges.
A Projectile that bounces 3 times (4 hits in total) dealing spirit damage and applying decaying slow and weapon inaccuracy for 1.5 seconds. Bounsing Cask prioritizes enemies that wasn't already damaged by it, but can bounce back if no other enemies found within reach; damage on the same target for successive hits is reduced each time.
Upgrades:- 1 AP - +2 Bounces;
- 2 AP - + Damage;
- 5 AP - Appies Silence for 1.5 Seconds;
- Bargain
Passive: Provides resistances when below 40% life.
Active: Very long cooldown, can be used only while dead and activation costs souls based on boons owned and removes all stacks from Soul Taker - instantly ressurects Marksman at Base and increases next respawn timer by 25% Bargain can't be used during next death.
Upgrades:- 1 AP - Extra resistances on low life (~20% from base bonus);
- 2 AP - Recover 2 Stamina on reaching low life;
- 5 AP (Suggestion №1) - Bargain Active costs no (or reduced amount) souls and does not remove Soul Taker stacks;
- 5 AP (Suggestion №2) - Bargain Does not increase next respawn timer;
- 5 AP (Suggestion №3) - -30% cooldown;
- Soul Taker
Passive: Securing or denying troopers' souls grant a bit more souls to Marksman as well as a stack of Soul Taker up to a maximum of 16, Hero Kills also grant one stack and can go above maximum. Each stack grants Marksman +2 Spirit and +0.2 to Sprint Speed. Marksman looses half the stacks when dies.
(Suggestion №1) Active: Marksman shoots with increased Fire Rate(scales with Spirit) from "The Memory" until magazine is depleted; he can't do any actions that would interrupt fire.
(Suggestion №2) Passive: Marksman deals extra spirit damage on attacks based on current Soul Taker stacks.
Upgrades:- 1 AP - +8 Maximum stacks;
- 2 AP - +1 Spirit per stack;
- 5 AP (Suggestion №1) - Marksman Does not consume ammo for the first 2 seconds of barrage;
- 5 AP (Suggestion №2) - Spirit damage on attack per stack now scales with Spirit;
- 7 Magic Bullets
Low cooldown, consumes 3 stacks of Soul Taker and can only be used while having sufficient amount. Marksman channels for 1.5 seconds, forging 7 Magic Bullets and loads them. Next 7 shots will home onto enemy within weapon range nearest to crosshair (prioritizing heroes) dealing extra spirit damage.
Upgrades:- 1 AP - -0.5 seconds Channeling Time;
- 2 AP - Magic Bullet hits count as Headshots;
- 5 AP - Magic Bullets Deal extra spirit damage based on enemy's current health;