Hello, Fox here~
I'm an active Sniper player and very passionate about the class. Having played awakened Sniper in TDN, I would like to share my experience and knowledge so we can all better prepare for what awakening has to offer~
Edit:
This guide is now updated~!
Important Change List
As we know, NA has been stuck at the same patch since June, and we never got IDN patch. A mini Sniper revamp came along IDN in the same patch, which alters Sniper playstyle quite a bit. Then as 93 cap came, awakening changed Sniper playstyle completely.
Here are a list of important changes/addition to Sniper compare to what we have in NA now:
Skill percentage and cooldown changes:
With limited amount of SP and awakening costs a lot, there really isnt much room for changes
http://dnskillsim.herokuapp.com/na/s...-0-00-----0--0
Some notes about the build:
With all the complicated changes listed above, there are 2 viable playstyles: Windshot Sniper and RoA Sniper. Windshot Sniper playstyle abuses the fast action speed of Siege leftclicks and Camouflage to fire as many Windshots as possible. RoA Sniper playstyle abuses Siege rightclicks reducing RoA cooldown and spams RoA non-stop.
I have not been able to test myself which playstyle has higher dps, due to TDN lagging Windshots.. but from other version's meta and the limited testing I have done, I strongly believe that Windshot Sniper is much superior.
In the following posts I will introduce both playstyles.
I'm an active Sniper player and very passionate about the class. Having played awakened Sniper in TDN, I would like to share my experience and knowledge so we can all better prepare for what awakening has to offer~
Edit:
This guide is now updated~!
Important Change List
As we know, NA has been stuck at the same patch since June, and we never got IDN patch. A mini Sniper revamp came along IDN in the same patch, which alters Sniper playstyle quite a bit. Then as 93 cap came, awakening changed Sniper playstyle completely.
Here are a list of important changes/addition to Sniper compare to what we have in NA now:
Skill percentage and cooldown changes:
- Siege Lv15: 765% -> 350%
- RoA Lv13: 63% -> 140%
- Ulti Lv3: 141% -> 584%
- Fake Shot: 7sec cooldown -> 15sec at Lv1, -1sec per lvl (5sec when maxed)
- Tumbling Shot: 9sec cooldown -> 14sec at Lv1, -0.5sec per lvl (6sec when maxed)
- Spiritual Focus: Agi/Int 27% -> 50%
- Windshot: 100% of Charged Shot damage per tick -> 90%
- Class Mastery I: 10% -> 30%
Skill effect changes:- RoA Lv13: 63% -> 140%
- Ulti Lv3: 141% -> 584%
- Fake Shot: 7sec cooldown -> 15sec at Lv1, -1sec per lvl (5sec when maxed)
- Tumbling Shot: 9sec cooldown -> 14sec at Lv1, -0.5sec per lvl (6sec when maxed)
- Spiritual Focus: Agi/Int 27% -> 50%
- Windshot: 100% of Charged Shot damage per tick -> 90%
- Class Mastery I: 10% -> 30%
Changed Shot EX: Windshot
- no longer has infinite range, has a maximum range now
- no longer pierces. When colliding with an enemy, it stops in place and continues ticking
- maximum 16 hits
- increased projectile speed
- can no longer obtain arrows from skills other than siege
- maximum arrow count: 50 -> 20
- arrows needed to use Windshot: 30 -> 10
- no longer pierces. When colliding with an enemy, it stops in place and continues ticking
- maximum 16 hits
- increased projectile speed
- can no longer obtain arrows from skills other than siege
- maximum arrow count: 50 -> 20
- arrows needed to use Windshot: 30 -> 10
Siege EX
- cooldown changes to 3sec
- left click speed increases
- left click speed increases
Class Mastery II
- removed Siege EXI
- added RoA EXI
- added RoA EXI
Awakened Siege
- activation speed increases
- can be cancelled by moving
- per click, gains 1 arrows
- per hit, reduces Charged Shot cooldown by 2sec and RoA cooldown by 1sec
- skills turn yellow during Siege and have modified effects
- Charged Shot: shoots immediately and hits 2 times, does not pierce
- ACS: shoots arrows around you and evades backwards
- RoA: shoots forward with a lowered angle, much faster animation
- can be cancelled by moving
- per click, gains 1 arrows
- per hit, reduces Charged Shot cooldown by 2sec and RoA cooldown by 1sec
- skills turn yellow during Siege and have modified effects
- Charged Shot: shoots immediately and hits 2 times, does not pierce
- ACS: shoots arrows around you and evades backwards
- RoA: shoots forward with a lowered angle, much faster animation
Awakened Tumble: longer tumble distance
Awakened Piercing Shot: causes a 60sec bleed effect, every 2sec deals 800%
Awakening Sliding Shot: slides forward and shoots arrows to evade enemy attack, can be activated with spacebar during skill animations
Awakening Camouflage: for 10sec becomes invisible, increases Windshot animation speed
BuildAwakened Piercing Shot: causes a 60sec bleed effect, every 2sec deals 800%
Awakening Sliding Shot: slides forward and shoots arrows to evade enemy attack, can be activated with spacebar during skill animations
Awakening Camouflage: for 10sec becomes invisible, increases Windshot animation speed
With limited amount of SP and awakening costs a lot, there really isnt much room for changes
http://dnskillsim.herokuapp.com/na/s...-0-00-----0--0
Some notes about the build:
- there is no point in getting any Archer/Warden fillers, read further into the guide to see that playstyles allow no time for fillers in order to maximize dps
- Sniper vs Warden ulti: Sniper ulti does more damage, period (14016% vs 10675%, also Sniper ulti benefits from Class Mastery I). However, some mechs (especially IDN) requires instant AoE nuke, and Warden ulti is much better at doing that. In pure dps situations, only use Sniper ulti
- Fake Shot max is optional. There is no point in getting Warden fillers, might as well dump points into Fake Shot for lower cooldown on your evade
- Deathbloom EX is optional. Same reason as above, SP dump. Strongly suggest since you spam deathbloom off cooldown and it explodes on boss almost always
- Awakening Sliding Shot is optional. Strongly suggest, can break animation when your tumble is on cooldown
Playstyles- Sniper vs Warden ulti: Sniper ulti does more damage, period (14016% vs 10675%, also Sniper ulti benefits from Class Mastery I). However, some mechs (especially IDN) requires instant AoE nuke, and Warden ulti is much better at doing that. In pure dps situations, only use Sniper ulti
- Fake Shot max is optional. There is no point in getting Warden fillers, might as well dump points into Fake Shot for lower cooldown on your evade
- Deathbloom EX is optional. Same reason as above, SP dump. Strongly suggest since you spam deathbloom off cooldown and it explodes on boss almost always
- Awakening Sliding Shot is optional. Strongly suggest, can break animation when your tumble is on cooldown
With all the complicated changes listed above, there are 2 viable playstyles: Windshot Sniper and RoA Sniper. Windshot Sniper playstyle abuses the fast action speed of Siege leftclicks and Camouflage to fire as many Windshots as possible. RoA Sniper playstyle abuses Siege rightclicks reducing RoA cooldown and spams RoA non-stop.
I have not been able to test myself which playstyle has higher dps, due to TDN lagging Windshots.. but from other version's meta and the limited testing I have done, I strongly believe that Windshot Sniper is much superior.
In the following posts I will introduce both playstyles.
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