What if stalkers had sniper attacks?


Another_Fan

 

Posted

Just theorizing here... please hold your meltdowns for later! Just speaking from my experience.

Stalkers currently have an extremely narrow role in PvE. There is little reason to take a Stalker onto your team (or SG) instead of a Scrapper or Brute, when they produce less overall damage and are more squishy, and can Placate an angry monster onto the team's defender. Increasing Stalkers' combat stats even more is not an answer, because then they'll just be Scrappers who have free Hide and AS. So there must be some other way of making Stalkers a distinctive AT, right?

Enter sniper attacks. After all, what is the class symbol of Stalkers? A set of crosshairs! And think of the PPD Ghost making sniper stealth strikes. Why can't the Stalker be a special forces type of character who can use multiple tools to take down a target? And not just one attack from an epic pool either at level 41+. There is no reason why a sniper rifle can't be a core part of an assassin's arsenal. (I mean, come on... DEADPOOL! Who doesn't want to be DEADPOOL! )

Solution: Make 2-4 sniper attacks available for training, at the stalker's option. The "sniper set" may depend on the stalker's primary, or may be selectable as a separate pool. (The epic ATs have shown that it's ok to have more than 9 powers per powerset without the world ending.) Either way, group the sniper attacks in their own separate box. If the player chooses to take sniper powers, then great. If not, then absolutely nothing is changed with his character whatsoever. The powers could be available at levels 8, 12 and 26, as an example.

Stalkers who open with a snipe attack from hiding get a Stealth Strike crit. Such an attack might not even break Hide... although this would obviously have to be carefully balanced, especially for PvP... An initial sniper barrage would be a great advantage for the team. Trying to maintain an attack cycle with sniper attacks would be inefficient compared to a pure ranged class, but would certainly give the Stalker options not enjoyed by his bigger cousin, the Scrapper.

Finally, this would create a market for Sniper powers and IOs that doesn't really exist right now. Stalkers would truly have their own niche as Assassin/Ghost/Splinter Cell agents who can kill at range and at melee, while still being nice and squishy compared to Scrappers and Brutes.

Example sets:

SNIPER RIFLE: This non-magic set uses only the assassin's hardware and keen eye to make the kill, rather than supernatural powers.
1. Body Shot: Works like the generic "Sniper Rifle" power from AR. Lethal damage. Knocks the victim back.
2. Leg Shot: Less damage, but snares the victim.
3. Head Shot: Increased damage; stun secondary effect; longer interrupt time; worse accuracy.

DARK LANCES: Use the power of the Netherworld to eliminate your foes from range.
1. Moonbeam: like the Dark Blast attack. -ToHit.
2. Nightbeam: Inflicts less damage, but gives -Perception as well as -ToHit.
3. Dreadbeam: Inflicts massive damage over time. No secondary effect.

Thanks for reading this!


 

Posted

Quote:
Originally Posted by Vanden View Post
Stalkers do have Sniper attacks, in the patron pools.
Yup. I had Moonbeam on my Stalker for over a year.

Then I actually looked at the numbers, and realized that Dark Blast outperformed the hell out of it for damage (you can cast it like 6 times in the time it takes to fire Moonbeam once and wait for it to recharge--Stalker snipes have a ridiculous activation time of something like 8 seconds). I respecced and put a single Range IO enhancement in Dark Blast, and it works far better than Moonbeam in every situation.


Main Hero: Chad Gulzow-Man (Victory) 50, 1396 Badges
Main Villain: Evil Gulzow-Man (Victory) 50, 1193 Badges
Mission Architect arcs: Doctor Brainstorm's An Experiment Gone Awry, Arc ID 2093

-----
Quote:
Originally Posted by Nethergoat View Post
it's NEVER too late to pad your /ignore list!

 

Posted

Quote:
Originally Posted by Vanden View Post
Stalkers do have Sniper attacks, in the patron pools.
Pretty much what i thought when i saw the title.

Sniper attacks have very limited application in PvE anyway. Generally speaking, unless there's some reason you can't get close enough to a target to use regular ranged attacks, sniper attacks are less efficient than any other type of attack. Snipes can be a handy pulling tool on occasion, but they're mostly useful for thematic purposes.


Dr. Todt's theme.
i make stuff...

 

Posted

Quote:
Originally Posted by BugeyeJack View Post

SNIPER RIFLE: This non-magic set uses only the assassin's hardware and keen eye to make the kill, rather than supernatural powers.
1. Body Shot: Works like the generic "Sniper Rifle" power from AR. Lethal damage. Knocks the victim back.
2. Leg Shot: Less damage, but snares the victim.
3. Head Shot: Increased damage; stun secondary effect; longer interrupt time; worse accuracy.

DARK LANCES: Use the power of the Netherworld to eliminate your foes from range.
1. Moonbeam: like the Dark Blast attack. -ToHit.
2. Nightbeam: Inflicts less damage, but gives -Perception as well as -ToHit.
3. Dreadbeam: Inflicts massive damage over time. No secondary effect.

I have suggested a similar type of change in the past, except rather than giving the AT specific snipe powers that have varying uses and/or effects (but honestly speaking, a plethora of snipes is rather useless unless they don't alert the foe which wouldn't be balanced nor have much use on a team) I suggested 'Aim:' toggles inherent to the AT itself.

Aim: Leg = toggle this on and your powers have a reduced chance to hit but come add 100% snare effects like Knockdown, Immobilize, Slow movement and -Jump/Fly and -Range. Good if you want to do base damage while keeping foes planted.

Aim: Body = toggle that lowers your damage output by a degree but imparts debuffs to some of your attacks that include -dmg, -rech, -regen and -heal. Good if you're aiming to help take down a strong target via debuffs or to help out a team but you won't be tops for damage.

Aim: Head = toggle this on and your base crit rate goes up by 15% which stacks with Hide (so 65% chance to crit on AoEs and a partial extra chance to double crit on ST attacks) with a chance to impart a -ToHit debuff on the target.

This was a suggestion made before Dual Pistols brought about Swap Ammo so it wasn't a viable suggestion then. Now? It'd be possible but frankly, Stalker has way more 'tricks' in their pocket than their straight DPS cousins Blaster and Scrappers. It probably wouldn't be fair giving them even more.


 

Posted

As others have said, Stalkers can get this already. The stats on what they can get are fairly atrocious because of the extremely long cast time. However, even if they were given cast times in line with the sniper blasts found in other non-pool powersets, and even if they were given in those powersets, I do not think they would be very popular, because sniper blasts have such low popularity even on ATs like Blasters. Again, this has to do with the amount of damage these attacks deliver compared to their activation times and the fact that they can be interrupted. Essentially, you can only consistently use a sniper blast at the opening of a fight. In the time it takes to activate one, you usually could have done more damage with a brief chain of other attacks.

Having sniper attacks with other debuffs attached is probably seems interesting, but there are other ATs that can do that much better on many more foes at once.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by UberGuy View Post
However, even if they were given cast times in line with the sniper blasts found in other non-pool powersets, and even if they were given in those powersets, I do not think they would be very popular, because sniper blasts have such low popularity even on ATs like Blasters. Again, this has to do with the amount of damage these attacks deliver compared to their activation times and the fact that they can be interrupted. Essentially, you can only consistently use a sniper blast at the opening of a fight. In the time it takes to activate one, you usually could have done more damage with a brief chain of other attacks.
While I do not like snipes and they do indeed seem unpopular on the forums, I rarely see blasters in game without them and defenders and corruptors often have them as well. I think they are quite popular, despite their many drawbacks.


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.

 

Posted

Quote:
Originally Posted by StratoNexus View Post
While I do not like snipes and they do indeed seem unpopular on the forums, I rarely see blasters in game without them and defenders and corruptors often have them as well. I think they are quite popular, despite their many drawbacks.
I do not see them what I consider that much in game, and even when characters have them, I do not see them used much at all. In general, I believe that the likelihood of a character having and regularly using a snipe is inversely proportional to how experienced or knowledgeable of game mechanics the owning player is, and whether or not they prefer to build characters based on concept or performance. Clearly, if your character concept calls for a sniper power, other considerations can go out the window.

I have Dark Blast characters with Moonbeam, but I have that power not because I think it's that effective that often, but because it's a good set bonus mule and because there is no power I want that's more unconditionally useful. I used to rely on Moonbeam more for single-target damage, because Dark Blast has a dearth of single-target blasts. However, thanks primarily to Inventions benefits, I can now spam my two single-target blasts much faster than before, and better afford to use my cones even when attacking a single target.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by Chad Gulzow-Man View Post
Yup. I had Moonbeam on my Stalker for over a year.

Then I actually looked at the numbers, and realized that Dark Blast outperformed the hell out of it for damage (you can cast it like 6 times in the time it takes to fire Moonbeam once and wait for it to recharge--Stalker snipes have a ridiculous activation time of something like 8 seconds). I respecced and put a single Range IO enhancement in Dark Blast, and it works far better than Moonbeam in every situation.

Snipes in general are just plain poor. They seem to have been beaten to death with fear of range and fear of single target damage.

Quote:
Originally Posted by StratoNexus View Post
While I do not like snipes and they do indeed seem unpopular on the forums, I rarely see blasters in game without them and defenders and corruptors often have them as well. I think they are quite popular, despite their many drawbacks.
Opposite experience here. I can count on one hand the number of times I have seen a blaster with a snipe and actually using it in the last month.


 

Posted

LOL I was going to create a thread about how sucky Stalker's Snipes are. It takes almost 8s to cast/interruption!!!! And the damage isn't even that good after critical. It is just terrible IMO.

Snipe in general is just poorly designed. You don't need a snipe to pull. Most range attacks can pull well as long as the attacks don't knockback because once it knockbacks, the whole mob is alerted (which makes Energy and Assault Rifle snipe one of the worst to pull).

I wish they could just get rid of interrupt or shorten casting time.


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

Posted

Quote:
Originally Posted by StratoNexus View Post
While I do not like snipes and they do indeed seem unpopular on the forums, I rarely see blasters in game without them and defenders and corruptors often have them as well. I think they are quite popular, despite their many drawbacks.
At early levels maybe... because you don't have good recharge to have good attack chain but at high level, Snipes are definitely very unpopular. I've taken Moon Beam before but it's because Dark Blast doesn't have tier 3 attack and after I level higher, I dropped it.


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

Posted

To OP, if your stalker wants range attack, Dark Blast is way superior.

You are more than welcome to try snipe on Stalker. I guarantee you that you will want to respec out. :P

I thought snipe with critical could do very impressive damage.. oh my, was I wrong. I think Stalker's Range damage modifier is pretty low? I think build up + critical impale does more damage than snipe? It's been at least 2 years since the last time I tried Stalker's snipe.


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

Posted

Quote:
Originally Posted by Jibikao View Post
I thought snipe with critical could do very impressive damage.. oh my, was I wrong. I think Stalker's Range damage modifier is pretty low? I think build up + critical impale does more damage than snipe? It's been at least 2 years since the last time I tried Stalker's snipe.
The Stalker ranged damage scale is 0.5. (I know this is shared with Scrappers, and I think it's true for Brutes and Tankers as well, but have not checked recently.) This is in contrast to their current melee damage modifier of 1.0.

According to Red Tomax, snipes should be using the melee damage modifier. It should be possible to confirm this with the in-game "real numbers" info for the powers. I can confirm from my own experience that the blasts (like Dark Blast from Stalker/Soul Mastery) do produce damage that's consistent with the Dark Blast damage scale (1.0) times the Stalker AT's melee damage scale. This was a change some time back. All stalker ranged attacks used to use their ranged damage scale. It was atrocious, and it changed. I thought snipes were specifically excluded from the change and left using the ranged damage scale, but Red Tomax disagrees.

If that's correct, Moonbeam, a scale 2.3 attack should deal 127.9 base damage at level 50. Enhanced too +100% and performing a critical, it would do four times that, or 511.6 points of damage. Contrast that with Assassin's Strike, which would deal 778.56 damage fully enhanced.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

I use sniper attacks all the time, and I'm quite aware that I'm unusual. In general because the animation time of a sniper attack is so long, most people consider them inferior because they cannot be used in a sustained attack chain without lowering DPS.

It's the old burst damage vs sustained damage argument. Unfortunately, in 9 cases out of 10, the sustained damage will win.

The only reason Assassin Strike itself is considered acceptable is that it has 1 second less interrupt time, and thus has a DPS which is comparable to other attacks, even when preceeded by a Placate.


 

Posted

Quote:
Originally Posted by Another_Fan View Post
Opposite experience here. I can count on one hand the number of times I have seen a blaster with a snipe and actually using it in the last month.
How many times were you watching a Blaster solo? Snipe attacks are still pretty handy to open a solo (or small team/low damage team) fight.

But yeah, totally, if you use snipe in the middle of a fight, you either have a terrible attack chain or are still learning the ropes (likely both).


Main Hero: Chad Gulzow-Man (Victory) 50, 1396 Badges
Main Villain: Evil Gulzow-Man (Victory) 50, 1193 Badges
Mission Architect arcs: Doctor Brainstorm's An Experiment Gone Awry, Arc ID 2093

-----
Quote:
Originally Posted by Nethergoat View Post
it's NEVER too late to pad your /ignore list!

 

Posted

Quote:
Originally Posted by Jade_Dragon View Post
The only reason Assassin Strike itself is considered acceptable is that it has 1 second less interrupt time, and thus has a DPS which is comparable to other attacks, even when preceeded by a Placate.
It also does a fair bit more damage. That gets diluted a bit when you start comparing Blaster ranged and Stalker melee damage scales and considering that some blasters have Aim and Build Up (and Stalker Build Up is only +80% damage), but the difference is still considerable. I think most Blasters would be much happier with their snipes if they pumped out 700+ points of damage. And that damage number doesn't include the Stalker using Build Up. With that, it's more like 1090 damage.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by UberGuy View Post
The Stalker ranged damage scale is 0.5. (I know this is shared with Scrappers, and I think it's true for Brutes and Tankers as well, but have not checked recently.) This is in contrast to their current melee damage modifier of 1.0.
I believe the Stalker ranged modifier is 0.6, not 0.5. However, City of Data lists the sniper attacks as doing damage based on the melee damage modifier, but with a 2.3 damage scale. (Normal sniper attacks are 2.75 damage scale) I suspect this is correct, as I seem to remember sniper attacks being changed to the ranged damage scale in the past. This apparently made them too weak (they would have an equivalent damage scale of 1.65, pretty much the same as the second basic attack for a Blaster) so I'm guessing it was changed back to melee scale and the damage nerfed.

Amusingly (or not) the Stalker sniper attack interrupt time is *6 SECONDS*. Then again, it does Crit from Hide...

Quote:
Originally Posted by UberGuy View Post
It also does a fair bit more damage.
True enough. And an Assassin Strike from Hide does a scale 7.0 damage. Clearly, though, 7.0 scale damage over a 3.x animation time is superior to 2.75 scale damage over a 4.x animation time, not just because of the greater damage, but the lower cast time. Or even 4.6 scale damage over a 7.x animation time.

I'll add that one likely reason that AS does do so much more damage than a sniper attack is that a sniper attack is MUCH less likely to be interrupted by an AoE attack cast by the target during the interrupt time. It's essentially an Assassin Strike from range, as long as you consider the Stalker's ability to Crit.


 

Posted

Quote:
Originally Posted by Jade_Dragon View Post
I believe the Stalker ranged modifier is 0.6, not 0.5.
You're correct. Scrappers, Tankers and Brutes do all share a 0.5 ranged damage scale, but Stalkers have a 0.6.

(In practice I guess this is moot, since nothing in these AT uses these scales any more, except as what I presume are bugs. For example, Scrapper Darkness Mastery cones are using the ranged damage scale, which makes them both pathetic and inconsistent with other epic cones not only in other Scrapper epics, but in use by other melee AT epics as well.)


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by UberGuy View Post
You're correct. Scrappers, Tankers and Brutes do all share a 0.5 ranged damage scale, but Stalkers have a 0.6.

(In practice I guess this is moot, since nothing in these AT uses these scales any more, except as what I presume are bugs. For example, Scrapper Darkness Mastery cones are using the ranged damage scale, which makes them both pathetic and inconsistent with other epic cones not only in other Scrapper epics, but in use by other melee AT epics as well.)
I honestly don't understand why the devs don't just adjust the ranged modifiers so they are, like 0.85 for Stalkers and 1.0 for Scrappers (with the same proportion for Brutes and Tankers) and switch the ranged attacks back to that modifier where they belong. It seems like a waste to create a category for a type of damage that is intended to penalize the AT, AND THEN NOT APPLY IT.

The problem is that the 0.5 modifier is so low that when it is applied, it just becomes too much of a penalty, and thus is unusable. If the devs want meleers to do comparative damage with the ranged attacks they do get, then it seems to me the ranged and melee modifiers should just be the same. Problem solved.


 

Posted

Quote:
Originally Posted by Leo_G View Post
I have suggested a similar type of change in the past, except rather than giving the AT specific snipe powers that have varying uses and/or effects (but honestly speaking, a plethora of snipes is rather useless unless they don't alert the foe which wouldn't be balanced nor have much use on a team) I suggested 'Aim:' toggles inherent to the AT itself.

Aim: Leg = toggle this on and your powers have a reduced chance to hit but come add 100% snare effects like Knockdown, Immobilize, Slow movement and -Jump/Fly and -Range. Good if you want to do base damage while keeping foes planted.

Aim: Body = toggle that lowers your damage output by a degree but imparts debuffs to some of your attacks that include -dmg, -rech, -regen and -heal. Good if you're aiming to help take down a strong target via debuffs or to help out a team but you won't be tops for damage.

Aim: Head = toggle this on and your base crit rate goes up by 15% which stacks with Hide (so 65% chance to crit on AoEs and a partial extra chance to double crit on ST attacks) with a chance to impart a -ToHit debuff on the target.

This was a suggestion made before Dual Pistols brought about Swap Ammo so it wasn't a viable suggestion then. Now? It'd be possible but frankly, Stalker has way more 'tricks' in their pocket than their straight DPS cousins Blaster and Scrappers. It probably wouldn't be fair giving them even more.
I like this idea conceptually, would be interesting as an option for a melee set based on attacking pressure points, joints, weak areas of the body. Plenty of martial art styles that include or are centered on such tactics. I don't see it as too unbalancing for the AT, it's just giving them a primary with a choice of mitigation based on conditions. Maybe if it were added to all stalker primarys, that might be overboard - but basing a stalked unique set off it the idea, that sounds pretty sweet. Besides, since all of those debuffs are going to be much weaker than ones from support ATs, how out of balance could it get?

As far as snipes in CoX, meh. As someone who likes sniping in FPS games, it will never work conceptually in an MMO for me. If a shot to the dome doesn't take down the overwhelming majority of your targets, it's not a sniper rifle. Sorry, personal opinion here and I know that the mechanic can't work that way in an MMO, so I just accept it and leave sniping out of it.


 

Posted

Quote:
Originally Posted by UberGuy View Post
You're correct. Scrappers, Tankers and Brutes do all share a 0.5 ranged damage scale, but Stalkers have a 0.6.

(In practice I guess this is moot, since nothing in these AT uses these scales any more, except as what I presume are bugs. For example, Scrapper Darkness Mastery cones are using the ranged damage scale, which makes them both pathetic and inconsistent with other epic cones not only in other Scrapper epics, but in use by other melee AT epics as well.)
And of course a 0.5 scale for brutes actually benefits the brutes more, since their scaling takes into consideration their fury effect.


 

Posted

Quote:
Originally Posted by UberGuy View Post
The Stalker ranged damage scale is 0.5. (I know this is shared with Scrappers, and I think it's true for Brutes and Tankers as well, but have not checked recently.) This is in contrast to their current melee damage modifier of 1.0.

According to Red Tomax, snipes should be using the melee damage modifier. It should be possible to confirm this with the in-game "real numbers" info for the powers. I can confirm from my own experience that the blasts (like Dark Blast from Stalker/Soul Mastery) do produce damage that's consistent with the Dark Blast damage scale (1.0) times the Stalker AT's melee damage scale. This was a change some time back. All stalker ranged attacks used to use their ranged damage scale. It was atrocious, and it changed. I thought snipes were specifically excluded from the change and left using the ranged damage scale, but Red Tomax disagrees.

If that's correct, Moonbeam, a scale 2.3 attack should deal 127.9 base damage at level 50. Enhanced too +100% and performing a critical, it would do four times that, or 511.6 points of damage. Contrast that with Assassin's Strike, which would deal 778.56 damage fully enhanced.

I haven't used Stalker's snipe for at least 2 years now. I just remember it was doing pretty poor damage for 8s. 8s is a LONG time both in pve and pvp.

At this point, it doesn't matter to me whether Stalker has 0.6 range or Patron Snipe's damage is reduced because both result in the same thing = poor damage for the time spent.

I want to like it but the casting is just awful. It's one thing if Stalker's snipe does "true snipe" damage because it could have a use in pvp? Who knows.


PS: By the way, not sure how many of you know this but of the four Epic sets that got ported to Stalker, only Fire Epic can critical. I've submitted this bug twice now. All Patron/Epic powers should critical for Stalker.


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

Posted

Did the discussion shift to the usefulness of snipes? Really, the people that don't like snipes won't like them no matter how you change them unless you just make them normal attacks that do big damage. No amount of utility will justify it for them.

For me, I take snipes if they're decent and I have space for them. This includes Mace Beam on my Spines/DA stalker. They're handy in the situations of killing off a target and running. There's certain situations where there are several annoying mobs in a group (Rouge PPD?) where 1-shotting them and turning a corner to get away might be useful....but it's very situational.

Personally, I don't have a problem with snipes and I feel more people would take them if 1 change was made to them: Make them look amazingly cool. I already take snipes occasionally, but if they looked super cool too, I'd probably go out of my way to use it more often.

Quote:
Originally Posted by MayorOfAngrytown View Post
I like this idea conceptually, would be interesting as an option for a melee set based on attacking pressure points, joints, weak areas of the body. Plenty of martial art styles that include or are centered on such tactics. I don't see it as too unbalancing for the AT, it's just giving them a primary with a choice of mitigation based on conditions. Maybe if it were added to all stalker primarys, that might be overboard - but basing a stalked unique set off it the idea, that sounds pretty sweet. Besides, since all of those debuffs are going to be much weaker than ones from support ATs, how out of balance could it get?
The idea was for the toggles to be inherent. So any Stalker could aim at specific points on the body. The balance would probably come set by set. You could make certain sets particularly good with either A: body or A: legs (I could imagine aiming legs for Spines would be good since the spines set is already built to snare) or you can use the aims to balance the sets better, evening out their utility by doling out the extras more knowingly.


 

Posted

I've always rather liked snipes. You can generally one-shot troublesome minions (SAPPERS!) and two-shot LT's (or even some bosses) which is handy on a blaster, where you're working on small marigins.

It's less useful for a stalker though, since they already have excessively powerful alpha-striek capability.

The rare Sniper IO sets are also fairly good.


"Men strunt �r strunt och snus �r snus
om ock i gyllne dosor.
Och rosor i ett sprucket krus
�r st�ndigt alltid rosor."

 

Posted

My Empathy/Psi Defender, White-Swan uses her snipe most of all. Psi Lance is pretty good. I love it so much I actually maxed it, and put in a sniper set which was cheap to purchase.

I find that I use it a ton. Sure it's slow, but when you have a tank and a few others taking aggro, it's a solid power. And with Empathy I appreciate the damage it brings.

I think the concern though, and I could be wrong about the sniper attacks for stalkers would be in early game PVP. I think that is where it might be the main issue. Plus the damage would have to be slightly less than the Assassins srtike type of attacks. Otherwise it would detract from using those types of attacks. With the Stalker being squishy no one would take the melee attacks, because they are actually or feel just as long as snipes.