Is a Sniper concept possible?
It occurs to me you might benefit from having the web pool powers available from Mako, if you want to keep mobs at distance.
It occurs to me you might benefit from having the web pool powers available from Mako, if you want to keep mobs at distance.
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as per the OP, if you really want +range then i would look into getting a cardiac alpha for the range boost (also helps end a bit) as well as slotting most if not all of your attacks with centriole HOs as they boost dmg and range, throw in some acc/dmg HOs and you can ED cap range and dmg while still getting some acc and end help
Interesting, N_M. I hadn't thought to use HOs, but that would be a worthwhile idea to explore. I will look into it, thanks.
That said, I am still on the fence about whether the idea is worth investment (of both time and inf.).
@Winter. Because I'm Winter. Period.
I am a blaster first, and an alt-oholic second.
So far, I have taken Tactics, and slotted a Rectified Reticle +Perception in it.
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The range I plan on covering with perma-Boost Range, which is simple to do. |
The only attacks you can really 'out range' are melee attacks. So you'll normally only see players slot Cone attacks for range (since it increases the radius of the attack).
I have taken Teleport for quick repositioning and easy access to high grounds, with a Time & Space Manipulation +Stealth proc. |
And as for killing the mobs quickly: after taking and slotting up Disintegration (with range) and Penetrating Ray, early Dis. Spread makes killing the enemies a breeze. So the concept seems possible. |
What I am wondering though, and I want to know if you all think, is: is it worth it? With the vast majority of maps being in-doors, usually with tight quarters and short sight-lines, I have found that while is concept seems quite viable in theory, there really is no room for it in the game as designed. If you think I'm missing something, I'd love to hear your ideas on how you would build this. If you think it may be a fruitless endeavor, how come? |
Unfortunately, this just isn't a very useful ability in most of the game because almost all of the game is played at the 'me smash' level of tactics where you simply out-power any enemies.
If you want to make this sort of 'toon, about the only time you'll really see the benefits is going after hardcore badges - and probably not even then.
Interesting, N_M. I hadn't thought to use HOs, but that would be a worthwhile idea to explore. I will look into it, thanks.
That said, I am still on the fence about whether the idea is worth investment (of both time and inf.). |
1 nucleolus + 2 centrioles per power is equal to having 1 acc, 3 dmg, 2 range enhances in the power, then if added the additional +range from cardiac and if you also wanted clarion with the +range boost you could get more
now you also said your playing blaster too so i figure you could get boost range to perma for even more range boost, i figure with all of that +range most of your attacks would be near sniper range
cause i was curious as to how this would turn out, i threw together a potential build for a beam/energy blaster thats build for hover blasting and +range, with clarion range boost, boost range, and 2 centrioles on every attack, most of your attacks which have a range of 247 ft (for the period of time right after you activate your clarion), when the clarion expires most of your attacks would still have 183 ft range, the only power that is still very short range is lancer shot which only has about half the range of the other powers and sits at 91 ft
i gave you munitions mastery for LRM rocket and with all the boosts has a nearly 500 ft range with the clarion active, below is the build that i came up with to achieve maximum range
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Yes it is possible...
Airhammer my namesake NRG/NRG blaster has at least two damage range centrioles in every ranged attack.. ( yes EVERY ) and makes a point of fighting in hover and at a distance and uses Snipe quite liberally.. and I can pretty much outdistance anything so far except for Fake Nemesis..
I also made an Arch/Devices character called SureShot who has lots of perception, Target Drone and Tactics running and the Perception Proc.. pretty much he can see through anything.. Those Arachnos Chics with the smoke grenade.. HAH.. Probably way too much accuracy and To Hit Buffs...
But it sure is fun hitting a Paragon Protector through MoG...
The hard things I can do--- The impossible just take a little bit longer.
If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-
Back when my Energy/Energy was nearing 50 I began defining his 'style'.
The first redesign I tried was turning him into a Sniper. Hover and boost range etc.
(This was pre-IO's)
That didn't work out so well, for the exact reasons you mentioned. Worked fine and all outdoors but once inside, my advantage started to feel more like a handicap. Since this was long before Hover would be buffed.
I ran that build for quite some time until I eventually realized I was ending up using Bonesmasher in every fight regardless due to the foes jumping up and balancing on wires to reach me at the ceiling etc.
So I reworked him into an Assassin instead, taking stealth and SS and maximizing his Melee attacks. That clicked like magic for him and it became who he was always meant to be. A Boss killer pure and simple.
If I was to try making a true Sniper again in the modern game, I'd most likely go with Arch/Energy. Just for the added ability to rain death AoE style from the sky.
Maestro Mavius - Infinity
Capt. Biohazrd - PCSAR
Talsor Tech - Talsorian Guard
Keep Calm & Chive On!
-I used to like tp.
I don't use it anymore because of practical reasons (my computer lags and I'm committed to SS/SJ) but, TP sounds great for your build (for the reason's you said also because of the boosted range of teleport).
-Power Thrust will be good mitagation for those that close with you.
other secondarys could also be useful, i.e. Ice Patch.
(I don't think you'd miss Boost Range if you had a few Centrioles + Cardiac)
-also, with Centrioles and Boost Range, I wouldn't feel obligated to take Cardiac.
perma jump is ---> /up 1
Sadly Spring Attack is a better combat teleport than Teleport is, simply because it activates faster and teleports you closer to the start of the activation. The downside is the very long recharge.
I dearly wish we could get a "Combat TP" power with fast activation and no hover. It could even be shorter range if necessary. I doubt it will happen though, because it would be too easy to exploit the dumb AI with it (not that it isn't already easy).
I tried a +range build and was much happier with its teamed performance (where aggro was a bit more managed) than with its solo performance. It worked ok until the mid to late 20s, after which baddie HP increases faster than your dmg. I wasn't able to drop groups reliably before they closed range.
I suspect you'll find that Teleport is actually a lot slower than other movement powers from a practical standpoint due to the mechanics. Unless you're blindly teleporting, you have to finagle with the targeting reticle and then put up with a 4 sec self-immobilize at the end of your jump.
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/bind LSHIFT+LBUTTON powexec_name Teleport
By using this bind, you can hold the left shift button and click anywhere on the screen. You will automatically teleport in a straight line to wherever your cursor is without having to fuss with the targeting cursor. It is highly accurate and very fast. The only caveat is that you have to allow the teleport to fully complete before you teleport again, otherwise the game will think you've clicked twice in the same place and you'll waste a teleport.
Also, if you combine Teleport with Hover, you won't be immobilized after the teleport (albeit you will move very slowly).
It does require two power picks and some slotting for endurance and range, but Teleport+Hover with the bind above is, at least IMO, the ultimate travel method. Nobody has ever been able to outrun my hoverblaster in a race. A Blaster with perma-Boost Range would be even faster.
De minimis non curat Lex Luthor.
I've played a sniper build before and while teamed, it sort of worked but was less useful than the standard 'let the tank keep agro and blast away' playstyle. It only really works on open maps and you need to work with a partner in order to hit targets you can't see. It also nearly requires that you hoverblast since you can't kill with just the snipe fast enough to keep a spawn from closing in on you when you have to root yourself to attack. /EM has some great mitigation tools in the knockbacks but they're rarely enough to get a snipe in at close range and aside from the buffs, the secondary is useless outside melee range. Even with power pools, there is no immobilize or hold that works at a range longer than any other attack in your primary.
With beam rifle I think you'll be happier at a shorter range spreading disintegration across hordes of enemies and helping your team steamroll rather than hanging back plinking every ten seconds. Solo, the same tactics you would use to keep enemies at a distance work even better when you unload the entire arsenal at them while they're glued down. Snipes can be fun but even twinked out they can't carry the game alone.
Possible? Heck, turns out it's pretty easy!
But why is this in the blaster forum?
We need a screenshot of him doing the "big wave" emote! Well played, PleaseRecycle.
I would not be exclusively using the snipe, I would be slotting all of the attacks up with range. That said though, this is looking more and more like the ends will not justify the means.
@Winter. Because I'm Winter. Period.
I am a blaster first, and an alt-oholic second.
I think it's possible, though I have doubts whether blaster is the right archetype for it.
If one of the blaster secondaries were a sidearm or even just a mean lookin' knife, that'd be ace. Or if your concept were some sort of sniper slash elemental falcon punch hybrid.
Otherwise, the benefit of Boost Range probably isn't worth the cost of, well, being a blaster.
Beam/Traps or Traps/Beam may be closer to the playstyle you're looking for. Malice of the Corruptor and Defender's Bastion both get you the same 10% range set bonus as the blaster ATE set. Sprinkle with various */Range multiple type enhancements, and your range should still be sufficiently large to get the look and feel you want, without being so large that enemies are scattering panicked to the four winds every single spawn.
With a nicely range slotted Web Grenade and all the other nice trixx in Traps, I have a feeling you'll soon forget all about Boost Range and Energy Manipulation.
Snipers are totally doable. My Arch/EM blaster (for a time) slotted his blasts with Centrioles (dirt-cheap dam/range HOs) on top of the perma-on-SOs Boost Range from energy manipulation, and let me tell you, having cone attacks with over 100' range is a really nice deal. I have since replaced the Centrioles with Thunderstrike IOs to chase their juicy ranged defense bonuses, and picked up Clarion Radial to pick up the slack when I really want to reach out and blast something.
As a result of my enhanced range, Fistful of Arrows can hit entire groups, guaranteed, without even needing to worry about optimal positioning. I can open up against most any group of enemies with BU + Aim + RoA + Explosive + Fistful from beyond their sight radius, and the AoE combo can level the majority of the spawn before they can retaliate, proving the "damage as defense" axiom valid (though I still like having defense as defense as a backup). As a side perk, Teleport becomes INSANELY fast at getting you around town when you have Boost Range and Clarion Radial on top of slotting it up (preferably with some Blessing of the Zephyr IOs for extra defense).
Beam Rifle / Energy should work just as well. It's tier 9 has a longer cooldown than Rain of Arrows, but aside from that, blasting the crap out of baddies from ~175 feet away is pretty darn fun. No, you can't leverage your MAXIMUM range from inside many mission maps, but you can at least shoot from the maximum range allowable by the map geometry. If you go this route, I highly recommend picking up Combat Jumping, and learning to joust around in battle (if it isn't already second nature).
Using Traps (instead of building a blaster) is also a viable / tasty option, and may even be more powerful during extended engagements, but corrs/defenders lack the same burst-damage punch that a sniping Blaster would bring to the table, if that's what your goal is. You can immobilize/slow the enemies and keep them at range, or lay out a minefield if they try to close the gap, or you can just stay at longer range with Boost Range. They all have similar effects, although hard immobilizes will make the baddies try and shoot you at range instead of attempting to charge at you (and therefore not shoot at you, doing less damage).
Rule number six of an empathy defender is NEVER underestimate a blaster's ability to die. I don't care if he has CM, Fort, both RAs, bubbles (both FF and Sonic), and is fighting next to a Storm defender with hurricane on. If there is a way to die in that situation, the blaster will find it.
I have two sniper type toons on virtue Crimson-Joker AR/NRG and Crimson Outbreak NRG/NRG. I find both of them fun to play. Joker has flight and Outbreaks has teleport they are not much for PvP but they are fun for PvE. Also for your sniper attack place an interupt IO in it. I know it sounds crazy but it allows for a little bit of movement during the attack.
This can allow for a snipe if the target is running.
Wait until I24.
the key is whether you enjoy it
the game is not set up for snipers. Which means it will be unused many places and godlike other places. If you like the style and are willing to accept not being able to use it many places - then go for it.
You can level with it simply by street sweeping
it won't be of much use in teams though
I have a Beam Rifle / Energy Manipulation character that I am attempting to build as a sniper. Ideally, this guy will be able to spot characters from further away, and be able to take them out at great distances. While solo, on reasonable difficulty levels, the mob will ideally be dead before getting into melee range. I have come to realize just how tough this is to create since the character needs to have:
- Enhanced Range
- Excellent To-Hit and Accuracy
- Better-than-average Perception
All on top of the "usuals" (high damage, mediated endurance, high recharge for survivability reasons, etc.).So far, I have taken Tactics, and slotted a Rectified Reticle +Perception in it. That gives me a great boost to Perception right there. The range I plan on covering with perma-Boost Range, which is simple to do. I have taken Teleport for quick repositioning and easy access to high grounds, with a Time & Space Manipulation +Stealth proc. And as for killing the mobs quickly: after taking and slotting up Disintegration (with range) and Penetrating Ray, early Dis. Spread makes killing the enemies a breeze. So the concept seems possible.
What I am wondering though, and I want to know if you all think, is: is it worth it? With the vast majority of maps being in-doors, usually with tight quarters and short sight-lines, I have found that while is concept seems quite viable in theory, there really is no room for it in the game as designed. If you think I'm missing something, I'd love to hear your ideas on how you would build this. If you think it may be a fruitless endeavor, how come?
@Winter. Because I'm Winter. Period.
I am a blaster first, and an alt-oholic second.