Musket Weapon Guide and Builds in New World
Unleashing bullets from long range, the Musket is a fearsome weapon in the hands of a player with good aim. As the only weapon with hitscan attacks, the Musket can easily pick off foes at an incredible distance.
Musket Patch 1.1 Changes
With Patch 1.1 of New World having been released on the 19th of November, we have prepared patch notes with commentary for the Musket weapon. Please follow the link below for more information.
Shooting bullets, this weapon is primarily focused on delivering single target damage from a distance. Musket shots are all hitscan so you do not need to account for gravity when aiming. This Weapon requires precise aim to maximize damage.
Musket Strengths and Weaknesses
Bullets and Reloading
One of the primary mechanics of playing a Musket is firing and reloading your Weapon with bullets. After each shot, you will have to reload your musket which takes approximately 2-seconds. If you are interrupted during this process by crowd control or dodging then you will have to restart the reload. The Musket also has a several Abilities that load a special ammunition in for your next shot. Using these Abilities always forces you to reload, even if you just reloaded, so it is best to use them directly after firing. You can bypass the 2-second reload time by weapon swapping for at least 2-seconds. Once you switch back to your musket it will be reloaded.
You can make your own bullets but one of the harder to find materials is, which can be found in caves on the ground. To fire bullets you must equip them on your equipment bar by double clicking them in your Inventory. You can also buy bullets from the local Trading Post or Faction vendor. Note that bullets each weight 0.1 Weight making a full stack of 500-bullets weigh 50-Weight; however, bullets that are currently equipped in your equipment slot weigh nothing. You can find on bags which reduces the Weight of Weapons and ammunition by a percentage. This might be a nice perk to invest into if you find yourself carrying large amounts of ammo.
The Musket scales primarily with Dexterity and secondarily Intelligence, so you can effectively use either Attribute. Each of the Dexterity breakpoints provide a substantial benefit to your damage or survivability, with the final breakpoint guaranteeing a critical strike after dodge rolls. It is somewhat important to get some Constitution, especially if you plan to PvP, because you will eventually take damage and we recommend looking out for gear that provides a mix of Dexterity and Constitution.
Faction armor in particular does a good job of providing a balance of Dexterity and Constitution. If you want to use Light armor, you can change the Attributes on the Faction armor by using a Seal such as the. Take this Seal and the piece of faction gear that you want to Attribute swap to its corresponding crafting bench and there should be a new recipe for you to complete.
Recommended Musket PvE Builds
In PvE, your role is to damage foes while also staying alive. In group play the Musket does not really have many area of effect options, so focusing on single target is the best path. In solo content, you are going to want Abilities that help you deal damage while keeping your foes at bay, so we recommend using, , and . While the Sharpshooter tree does have a lot of damage options, generally it is difficult to land consistent headshots in PvE. Even in an Expedition it can be hard to see through your allies' name plates to get head shots.
The best gem for your Musket is, because you will likely be able to open with a devastating headshot against full health foes. For group play is best since your ability to attack at range will make you able to stay at full health frequently.
For armor gems we recommend either, , or to provide generic damage absorption.
We recommend taking the following mastery points:
Recommended Musket PvP Builds
In PvP the Musket's greatest strength is its ability to blast players who are at a distance or are operating siege weapons and are sitting still. A good sniper can wreak havoc on an enemy Fort by killing those who are operating cannons and preventing anyone from repairing them. To that end we recommend taking, , and . Stopping Power is especially nice when fighting forts because the knockback will push cannon operators out of the seat, preventing them from firing for a moment.
The best gem for your Musket is, because you will likely be able to open with a devastating headshot against full health foes.
For armor gems we recommend either, , or to provide generic damage absorption.
We recommend taking the following mastery points:
The Musket, like all other Muskets, has six abilities; however, you can only use three abilities at any give time on your action bars. While you can spend Mastery Points on more than 3, it is a waste of points since respeccing is rather cheap to do.
- — Overload musket with gun powder, causing the next shot to deal 110% Musket Damage and cause a Burn status effect that deals 20% Musket Damage per second for 9 seconds. Does not stack or combine with other overload shots. This Ability requires that you reload your weapon after activation so try to use it after firing a shot. This Ability's damage over time component is extremely powerful and should not be underestimated.
- — Overload musket with gun powder, causing the next shot to deal 150% Musket Damage. Does not stack or combine with other overload shots. This Ability requires that you reload your weapon after activation so try to use it after firing a shot. Opening your attack against a foe with this Ability is extremely nice.
- — Player enters a shooting aim stance to enhance shooting performance. Shots deal 100% Musket damage. While in stance mobility is reduced to zero and reload time is reduced by 75%. Mode will exit after three shots. You can only activate this Ability after reloading and will have an additional, non-Shooter Stance, shot after the Stance ends. If you can land Headshots then this Ability is the highest single target damage Ability in the game.
- — Overload musket with gun powder, causing the next shot to deal 120% Musket Damage, staggering target and knocking them back 3 meters. Does not stack or combine with other Overloaded shots. This Ability requires that you reload your weapon after activation so try to use it after firing a shot. You can use this Ability to push people off of cannons.
- — Throw a trap that last for 20 seconds. When triggered it causes target to be Rooted, immobilizing target for 3 seconds. In PvE, this allows you to draw foes over your trap to buy you more time to shoot and in PvP it allows you to kite over the trap.
- — A bomb that can be thrown a short range and sticks to anything it makes contact with. Detonation will occur 3 seconds after impact dealing 175% Musket damage to all targets within 3 meters. This bomb hits rather hard but the 3-second delay between throw and detonation feels extremely long.
Musket Mastery Overview
Like all other Weapons, the Musket has two Mastery Trees. You can spend Mastery Points in either Tree but must have a Mastery from the preceding row to select deeper Masteries. Likewise, if a Mastery has a vertical line connecting it to a Mastery above it then you must first select the higher Mastery in order to unlock the lower ones. These-linked together Masteries typically support Abilities which are denoted by a square-shaped icon.
While you can unlock all six Abilities at once, you will only be able to place three Abilities on your action bar at a time. It is unwise to invest in more than three Abilities, because it is easy to respec when needed.
This Tree focuses on hitting headshots at range. Its Ultimate Mastery,, not only allows you to zoom in but also increases headshot damage. is nice for hitting distant targets without having too much damage fall off. is strong for resetting your cooldowns each time you hit a headshot.
This Tree is more about close range combat and mobility.provides a speed boost after every dodge roll which is rather easy to keep active while traveling. is amazing because it allows you to skip a reload animation every 6-seconds. are interesting because it allows you to bait enemies into them or give you a spot that you can kite around in PvP. is powerful because you can regen a dramatic amount of life to trapped targets. You can even weapon swap and drop heavy attacks or Abilities and still be healed. Its Ultimate Mastery, , makes you do more damage to foes afflicted by your traps or your Stopping Power debuffs.
Every Weapon Ability in New World has a corresponding Perk that can be found on armor and Weapons. Most perks scale in power with the Gear Score of the item they are on. You can only benefit from one instance of a Weapon Ability Perk at a time. These can be rare to find on gear and are mostly just a bonus.
- — Targets hit with are slowed by a percentage for 5 seconds. This Perk is nice because slower foes are easier to headshot, if you are using Powder Burn consider getting this Perk.
- — kills reduce this ability's cooldown by a percentage. This Perk is okay but requires you to get the killing blow with the Ability, which can be hit or miss.
- — Hitting a target while in Shooter's Stance grants Empower, increasing damage by a percentage for 3 seconds. This is a great perk that you should always try to take if you are using Shooter's Stance.
- — Gain some stamina on kill with Stopping Power. This Perk is alright but nothing amazing, a bit of extra stamina might help for one more additional dodge roll.
- — Increase movement speed by a percentage for 3 seconds after deploying a trap (does not stack). This Perk is wonderful for giving you a small burst of speed.
- — Gain a percentage of your max HP on kill with a Sticky Bomb Explosion. Normally Perks that heal you are great; however, relying on getting a kill with an Ability that has a 3-second fuse is terrible.
Musket leveling is a bit difficult due to the lack of area of effect damage and lack of damage when not hitting headshots. The Musket generally does not feel all that strong until you have a rather high mastery level, so we recommend pairing it with a melee weapon like the Hatchet to deal with foes who get too close. Start off with takingand for Abilities. Traps will help you keep foes at bay while you shoot them and Stopping Power is nice for slowing down foes as well. Next for speed and for quick reloads every 6-seconds from dodging. You should try and shoot and then dodge right away whenever Tactical Reload is up. Next, upgrade Traps with , , and . helps you penetrate armor and deal with annoying foes who block. Next grab , , which will proc whenever you hit a foe who is trapped or that has been hit by Stopping Power recently. Next, allows you to get an instant reload when you land three headshots in a row. Grab and completely upgrade it with and . Lastly finish up with , , , and .
- Hatchet — this combination allows the Hatchet to provide melee damage and self-healing with while also allowing for ranged damage. The Hatchet scales Dexterity secondarily so its damage will be less than if you scaled Strength.
- Spear — this combination deals big damage from range and then uses crowd control on foes that get too close. Both weapons scale off Dexterity so you can deal decent damage with either weapon. Downsides of this combo are that both deal Thrust damage and are weak against Lost and Angry Earth-type foes, also both weapons lack area-of-effect damage.
- Bow — while somewhat of a strange combo, it is possible to go Musket and Bow together. The Musket has a 2-second long reload animation that can be bypassed by switching to another weapon for those 2 seconds, allowing you to fire off a shot, switch to your Bow, shoot some arrows, then switch back to Musket, and fire right away. Both weapons deal Thrust damage and are weak against Lost and Angry Earth-type foes. Also, with double ranged weapons you will have limited melee options if someone gets too close, so might be a good idea. If you enjoy the ranged playstyle and have great aim than this may be the combo for you.
- Rapier — this combination would make you extremely single-target focused as both weapons are not good at multitarget damage. One interesting option with this combination is that both the Rapier and the Musket scale secondarily with Intelligence, allowing you to go full Intelligence. You could even partially convert the damage to elemental by socketing certain gems in your weapons. Not having any area-of-effect abilities is a downside of this combo as well as both weapons dealing Thrust damage which is weak against Lost and Angry Earth-type foes.
Where do I Get Bullets?
You can loot bullets off of foes or find them in boxes. You can also craft at the Workshop crafting bench. You can buy bullets from your Faction vendor or the local Trading Post.
How do I Aim a Musket?
Holding right-click will cause you to aim down sights with the Musket. Left-clicking will fire. The Musket is hitscan meaning that the bullet will instantly shoot forward to whatever you clicked on.
Why are Bullets so Heavy?
All bullets weigh the same; however, any bullets that you have equipped on your character will not weigh down your bags at all.
- 19 Nov. 2021: Added link to Patch 1.1 Musket changes.
- 06 Oct. 2021: Guide added.
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