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Builds / Re: Returning player. Quick check on sniper\traps build please?
« Last post by dddmemaybe on Today at 01:30:19 am »Well Eidein didn't include Traps and Vokial included Psi. OP wanted a psi-less, trapper-Sniper.
I'm not gonna lie, Eiden's builds he posted are good. He just didn't include any traps (traps + sniper isn't too op but, that's still what the thread-poster wanted) and just posted his own best Sniper builds. His second build he posted also uses both Psi and no traps...
LOL
And I must also say sorry in advance Vokial, because Paranoia on a full-Stealth, CON-3, trapper-sniper is just not good. You enter combat without an initiative check and are too squishy for dodging low-chance criticals to be relevant for you. The extra Detection is decent, but you're 10-18+ PER and can definitely use Detection goggles... Even though traps alleviate the need for Sprint, it's a bit awkward to not take it on AGI-7 glass-cannon when your Sniper alerts the entire map. There's also infused cave hopper tabis that can halve the Sprint cooldown too. Your trap detection difficulty is a bit mediocre even with trap expert, it's not a huge issue but you can typically only place like a few traps instead of reenacting Armageddon. You also want Strafe as soon as you can make use of a solid Sniper Rifle, I wouldn't take it too late personally. You can use a basic scope or Spearhead type to hit close to 95% hit while moving w/ Strafe pretty darn quickly.
The OP's build is not that bad for his concept. I would probably slam Sprint on there somewhere, like instead of Hit and Run, if I'm going to be 100% honest with you. Allocating a tiny bit of skillpoints for a throwing effective skill of like 50 or so by level ~20-ish is probably also worth it. You have DEX-7 so it won't take too many points and you can use combat utilities to help you make a get-away too. And earlier Strafe is probably a good idea, I'd probably swap it with Interloper since Sprint fills a similar re-stealth role, but is more flexible.
I'm not gonna lie, Eiden's builds he posted are good. He just didn't include any traps (traps + sniper isn't too op but, that's still what the thread-poster wanted) and just posted his own best Sniper builds. His second build he posted also uses both Psi and no traps...
LOLAnd I must also say sorry in advance Vokial, because Paranoia on a full-Stealth, CON-3, trapper-sniper is just not good. You enter combat without an initiative check and are too squishy for dodging low-chance criticals to be relevant for you. The extra Detection is decent, but you're 10-18+ PER and can definitely use Detection goggles... Even though traps alleviate the need for Sprint, it's a bit awkward to not take it on AGI-7 glass-cannon when your Sniper alerts the entire map. There's also infused cave hopper tabis that can halve the Sprint cooldown too. Your trap detection difficulty is a bit mediocre even with trap expert, it's not a huge issue but you can typically only place like a few traps instead of reenacting Armageddon. You also want Strafe as soon as you can make use of a solid Sniper Rifle, I wouldn't take it too late personally. You can use a basic scope or Spearhead type to hit close to 95% hit while moving w/ Strafe pretty darn quickly.
The OP's build is not that bad for his concept. I would probably slam Sprint on there somewhere, like instead of Hit and Run, if I'm going to be 100% honest with you. Allocating a tiny bit of skillpoints for a throwing effective skill of like 50 or so by level ~20-ish is probably also worth it. You have DEX-7 so it won't take too many points and you can use combat utilities to help you make a get-away too. And earlier Strafe is probably a good idea, I'd probably swap it with Interloper since Sprint fills a similar re-stealth role, but is more flexible.
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