
The Dwarf Snipersquad is a highly successful ambush and keep offence/defense weapon. In the field with a Kiting Destro Sixmen it has brutal deficits. If you need to run behind a retreating group you can’t keep up Damage on the move or Slow down the targets on range. If you get close for a Spanner Swipe, Barbed Wire or Landmine you can get loners, but not a destro group with two healers.
For that purpose I will try to build Sniper Squad Support Runepriest to support deficits of the Kegsniper “Thorbolt” Pattern Mk III.
What the Kegsniper has is:
100ft Very High Damage
125ft High Damage
185ft Low Damage
High Amount of Damage Dots:
Signal Flare
Incendiary Rounds
Hollow Points Tactic
Utility:
Stagger 65ft Landmine – In reality less as it needs a little time to be active
Snare 5ft
Knockdown 30ft on Turret – Only a last resort tactic as you instantly destroy 20% damage output
Knockback 65ft on Concussive Grenade
Knockback 100ft on Hipshot if tactic equipped – Usually not equipped in Sniper Squad
Knockback 65ft on Strafing run - Usually not equipped in Sniper Squad
Conclusion:
The Utilities are all great if you run your Engineer in an AoE Warband, it is less useful if you try to take down targets on 100ft. As 100ft is the preferred Range of the Sniper Squad. The sole problem is, that a target after at longest 5 seconds realize it has been targeted and is retreating, getting healed, getting guard, drinking potions. If the Engineers are in their full readiness and don’t need to put in Keg or Turret, or drink their own potions then 5 seconds are enough to take the target down.
Solution:
The Sniper Support Runepriest “Balin” Pattern Mk I
Utility:
100ft Snare
100ft Healdebuff
100ft Stagger
100ft Silence
-0.25 Sec Casttimes for the group
Build:
RoR.builders - Runepriest
There are better ST DPS Builds. But the main idea of the build is, that you work in tandem with some Snipers. So you don’t need the Middle Tree Dot, or Focused Fire. Your job is to: Snare, Stagger, Healdebuff.
That’s why your two main abilities you push to the max are Rune of Immolation and Rune of Striking. For that you take the two tactics to increase the Crit chance and make both abilities undefendable. Undefendable is not really undefendable on RoR. There were changes on the defence tactics. And I’m not sure where they are now. My last known state is, that undefendable reduces targets chance for disrupt by 100%. IF the target is currently on some super buff like +100% disrupt, and has his own disrupt of 18%, then undefendable brings the target from 118% to 18%. So it is not allways, but still. -100% is better than to try to put Runi attacks on another healer or tank and getting 40% disrupts.
Your job is NOT:
Take down the target on your own.
Heal your group through everything. -> You have with the left tree a High ST Heal. But you are not specced for Heal.
Renown:
http://waronlinebuilder.org/#renown;005 ... 0000000000
Magical Crit for the Healdebuff
More strikethrough is actually unneeded. The two main Abilties are already undefendable. I’m currently on RR 51. So will maybe tweak this build more.
Rotation:
Rune of Immolation (inst) – Dot and maybe Snare
Rune of Striking (2 or 1.75 or 1,5 or 1,25 sec) – Damage – Casttime Reduced, undefendable, +15% Crit chance, +25% Damage from last patch.
That’s it. These two are masterbuffed by your tactics. So use them all the time.
Rune of Fire (inst) – if on the move
Rune of Stagger (inst) – to catch targets on the move. The Stagger breaks on Damage. But 1 or 2 seconds are still important for the rest of your team to get closer, or stop the target for one sec to move out of effective firing range. If you use it on the Snipe rotation in the Sniper Squad, don’t start with it. In the Snipe rotation the Sniper usually puts on 2 Dots and then starts the Damaging ones. If you activate a stagger in front the target realizes instantly that it is targeted. So wait at least 1 or 2 dots before staggering.
Spellbinding Rune (1sec) – Silence and dot. But not buffed by Mastery or any target. Maybe to hit a rezzing Healer with it. With some Speed Runes Casttime will be on 0.75 or 0.5 which is almost instantly.
M1 Rune of Insanity - Damage and -200 AP vs Healer Sniping
M2 Focused Mind puts Rune of Striking on 1 sec or even 0,5 secs if you have one or several Runes of Speed.
Gear:
Need some feel for it, currently in full Conqueror. Fellow Runis told me to switch to 4 Conqueror and 2 Mercenary.
The SC Dominator set has some nice buffs and in total 4% Disrupt Strikethrough. While this is nice, if you stick to the two buffed Attacks you don't need extra Strikethrough.
Jewels:
First goal is the Genesis Scholar set which is the DPS set. Maybe changes after Testingphase.
Talis:
tbd
Discussion:
This build is untested and I will start to test it in two weeksTM when I have my Engi on RR80.
So what are your thoughts on it?
But please remind the Focus of this build. He is not planned to run solo or in warbands, but run in a ranged castheavy rdps group. So he should also work in a SW/AM or an BW Group.
Also in a keep defense situation the Sniper Squad usually fires from the 3rd Floor or Oilspot. With 125ft range and Snipes to catch them retreating, that us usually nor Problem. The runi with his 100ft is on Range need to operate on the Walls or the 2nd Floor. He is there a major target for all the Sorc and Magi AoE attacks. I need to see how this can be solved in a combat situation.