Ah... after blowing up the escortee for the forth or fifth time,* I have to ask. Thoughts on expanding the do-not-hit-self to no friendly fire outright with higher investment? 3rd or 5th point, probably. Part of me wants to say even make it add a sustain you can turn off that takes an ammo point and costs a bit of stamina (possibly even hitting an enemy if there's one close enough) to mitigate the damage. Kind of an "Oh crap, shoot the arrow, shoot the arrow!" moment.
*I play ascii with a lot of stuff turned down, and particularly with pirate or vorpal bunny going sometimes the player character and escortee's character is... not terribly distinct. So it's pretty easy to not notice you're in fact shooting your quest reward in the face. And especially once munitions gets going, it only takes one shot >_>
E: Oh wow, after updating and getting to play with venomous ammo again, I finally got around to trying flare. Also known as: If there's more than two targets and you have bullseye/first blood, you never run out of stamina and your basically everything has an effective CD of 0 :V
Seriously, trigger mark for +AS, stamina regen, and -3 CD on 3 talents... add something with a low CD that AoE marks (flare), and you start rapidly approaching functionally not having a resource bar, ahaha. Or talent cooldowns. I think what I'm saying is bullseye might need a CD. Might also consider making first blood's stamina regen on-kill only or somethin'. Would suggest getting a second opinion on that 'cause my balance senses aren't as tingly as they used to be, but at least at first encounter this isn't so much "whee" as cackling maniacally and vomiting an unending wave of arrows across the screen.*
Now I just have to find the eggsac and I can test to see if you can mark allies
*E2: "But ammo, Frumple! You run out of shots!" No, I start backflipping my way to victory by adding disengaging into a wall to the rotation and never run out of ammo, either, ahahahahahahaha