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Hellpoint offers a number of different ranged options for players, split into two categories: Firearms and Catalysts. Firearms are an assortment of different guns that use stamina and energy to fire and can be used to inflict damage at a distance, while Catalysts use energy to produce elemental damage effects to strike enemies at a distance, including energy damage, induction damage, and entropy damage.
Making A Marksman - Overview & Weapon Options
This build is going to focus on Firearms, with the end goal being the Entropic Railgun which can be acquired via crafting using a Model that can be acquired from one of two areas around the game. Firearms in this game gain increased damage from the Cognition stat, with the aforementioned Entropic Railgun requiring 12 cognition to equip and granting a bonus 70% cognition when equipped. This means that pumping points into Cognition will be very important for creating a character that uses guns well. That said, players can’t neglect melee entirely due to it being the best method of restoring energy.
When it comes to picking a good melee weapon, the most important element here is grabbing something with a high leech value to replenish energy and allow for more shooting. A fantastic option here is the Red Saber, which requires 9 reflex and has a leech value of 7. It has access to the Leech Influx ability to further raise its leech and also has the Saber Throw ability to allow players an additional ranged attack option that can be very handy.
Similarly, useful melee options include the Wasteland Saber (which has similar stat requirements and leech) and the Daemon Scythe (for players that prefer strength to reflex and want slower but wider-reaching attacks). Ferula of the Prodigal Spawn is also a stunningly good option for recharging energy and possibly the best leech weapon in the game, though it requires heavier stat investments in three different stats in order to wield effectively.
To get an easy early firearm to carry this build through the early game, players can (and probably should) make use of the Kickstarter Railgun, which can be accessed by entering the code “642017” at the terminal in the corridor right after starting the game. This allows easy access to a very effective weapon with 0 weight, though it’ll still fall off compared to stronger alternatives later in the game.
While the Entropic Railgun is a fantastic option and likely the best choice for this build, other firearms that can be very effective are the Artillery P17 and Artillery OTX, which both deal far more damage but cost a lot more energy, require charging, and their shots have arcs that require more careful aiming and risk missing a lot of shots. They can deal fire and radiation damage, making them useful for bypassing the resistances of some enemies and exploiting weaknesses.
The secondary fire grenades available to all of these weapons are of tremendous value for dishing out reliable AOE damage and dealing with groups of enemies.
Making A Marksman - Recommended Stats
When building a Marksman players should prioritize Health, Energy, and Stamina in the early game until they have a comfortable amount to work with, and then start putting points into Cognition and Reflex to improve the damage and allow them to make use of the Red Saber and Wasteland Saber.
Since it’s possible to respec as of the Blue Sun DLC’s release, it could be worth prioritizing the points for any decent melee weapon players can find until they are able to reach one of the two sabers, and then respeccing and setting up to use a saber once it’s been collected.
Marksman Stats:
Marksman Weapons:
Players should grab the Architect armor by completing the escort mission for the Architect, or kill him for the Bloody Architect set, to get some great armor for this build.
Hellpoint is available for PC, Mac, Linux, PS4, Xbox One, Stadia, Nintendo Switch, PS5, and Xbox Series X/S.
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