Huntsman branch for Arachnos Soldiers
Hmm, Its a cool idea, but it is in fact already do-able. Admittedly we dont get the shotgun blast they get, but, that aside, its pretty easy to make a Huntsman. I agree that Wolf Spiders on their own are SO damn squishy...but yeah. Neat idea, just dont see it happening =3
Quote:
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
|
Yeah, it's just the concept that's the problem, the Huntsman is often viewed as a lower rank than the Crabs/Banes/Night Widows/Fortunatas. After all, they are just normal soldiers with guns. In this game you are superhuman. C/B/N/F are superhuman, because they've been trained to break limits and their bodies have been messed around with. Wolf Spiders and Huntsmen are just the lowest of Arachnos' food chain.
I confess, like many others, I thoroughly enjoyed levelling up my little Wolf Spider and refused to fully give up my trusty rifle even after going the way of the Bane. I know some who have gone 'pure' Wolf Spider, refusing even to take the Bane Armor upgrade, and others using the Bane branch just for a few utility powers such as the aforementioned armor and surveillance, but how about having an actual dedicated Huntsman branch for all those soldiers who don't want a fancy backpack or cloaking device?
I've drafted a possible set of branch powers below - comments and alternate power suggestions are welcome!
6 Battlecry
10% to-hit, 25% dam, 20% recharge click team buff - 30s duration, fixed 120s recharge?
An 'Accelerated Metabolism'-ish team buff as a replacement to Build Up or Aim - the fixed recharge seemed sensible to allow a reasonable recharge time for solo players whilst avoiding all-Huntsman teams achieving over-the-top stacking (a-la the aforementioned Accelerated Metabolism)
12 Precision Shot
Tier 3 Blast w/ chance to disorient
18 Smoke Grenade
26 Boost Range
32 Cover Fire
My initial thought for this was Full Auto but the damage is about the same as Omega Maneuver so I'm not sure if it would take away from the AoE specialism of Crabs to have that, so as an alternative we could perhaps have Cover Fire:
The same sort of damage as Heavy Burst but with a 60s recharge, 4s animation (not quite as bad as Full Auto's 6s) with a 6s 10% accuracy debuff.
"You provide cover fire for your allies, briefly reducing affected foes to-hit."
1 Huntsman Combat Training
Modified 'Foresight' - 5% def all, defence debuff res, mag 4 mezz protection
Wolf Spider Armor is much lighter than Crab and Bane Armor, allowing the Huntsman increased maneuverability in combat.
24 Huntsman Shield
Scorpion Shield clone - smash/lethal/energy def, toxic res
28 Surveillance
35 Web Cocoon
Fired from the rifle rather than a mace of course.
Less single-target damage potential than Banes, less AoE damage potential than Crabs but with more control/support tools than either.
Uses a different survivability mechanic to either, giving excellent survivability against the most common damage types whilst offering lower survivability to more exotic types and next to none against psi making tactical use of controls and range more important.
@Hakeswell
Union Ilservian, Evinlea
Defiant Expeditor, Hakeswell
Arc: 70119 Hellion Initiation