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Let's start with basics:
Spoiler:
Lone sniper - Squig Herder build
I'm not saying it's the best build there is, it's just one that works for me and the one I know how to use. All the skills mentioned below are in relation to this build.
Addons: wsct, enemy, pure, buffhead and killblow.
I'm not saying it's the best build there is, it's just one that works for me and the one I know how to use. All the skills mentioned below are in relation to this build.
Addons: wsct, enemy, pure, buffhead and killblow.
Squig is love:
Spoiler:
Horned squig: +10% range squig. Has single-target punt. Great as mobile mine drone.
Spiked squig: +5% crit. Mobile, with decent range and great utility / burst. Perfect for disarming because of it's high autoattack. My favourite squig
Gas squig: Armour buff and AOE dot squig. Great for sieges.
Plain squig: Taunt and food. Great as mobile mine drone.
Squigs are your class mechanic. Rotate them accordingly
Spiked squig: +5% crit. Mobile, with decent range and great utility / burst. Perfect for disarming because of it's high autoattack. My favourite squig

Gas squig: Armour buff and AOE dot squig. Great for sieges.
Plain squig: Taunt and food. Great as mobile mine drone.
Squigs are your class mechanic. Rotate them accordingly

Spoiler:
1. Always set your squig on passive.
2. Keybind "attack" and "follow"
3. Order up your squig(s) like a mobile engie turret on steroids
4. ??
5. Profit.
With passive pet on keybind squigs become mobile turrets instead of them being buggy, disappearing balls of meh
2. Keybind "attack" and "follow"
3. Order up your squig(s) like a mobile engie turret on steroids

4. ??
5. Profit.
With passive pet on keybind squigs become mobile turrets instead of them being buggy, disappearing balls of meh

Few words about skills:
Spoiler:
Don't eat me & Don't hit me: detaunts. If you don't have your detaunts on keybind than you shouldn't be playing this game. I mean it.
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Yer Bleedin': Believe it or not, this is my #1 killing skill. Combined with 24 seconds dot tactic it just eats away those HPs. And eats away. And eats away...
Rotten arrer: #1 usability skill. 50% less healing on target. That's 50% less from all sources! Requires dot cover-up (yer bleedin' maybe?
).
Drop That!: #2 usability skill. Range disarm with 3 types of effects you can combine it with. First line of defence against SWs and Engies, 2nd line of defence against WHs, excellent for disabling and killing melee WPs, getting that extra ooomph on AMs and RPs, #1 tool for killing tanks. Did I mention you can pre-load your squig and send it to disarm that sniper engie before he has a chance of opening up? Followed by...
Shrapnel arrer: -75% on range for 3 seconds with 5 second CD. Engie range problem? What engie range problem?
Choking arrer: 4 second silence. That means no casting! Funny enough it also means no IB self-heals
Run Away: why give up your APs with Flee when you can use Run Away?
Stop runnin: self-explanatory. Don't start rotation w/o it
Not so fast: Initiative debuff = more crits for you. Use before Lots of arrers / Exploding arrers for effect.
Lotsa arrers: your #1 burst skill. Need to be stationary so use snare before not to break range. Combined with armour, initiative, healing debuff and spiked squig buff skill gives decent crits.
- Combined with dots and explodin' arrer and squig burst gives lotsa dps.
- Combined with debuffs, dots, explodin' arrer, squig burst and m2 can kill anything.
- Combined with debuffs, dots, explodin' arrer, squig burst, Squig frenzy and m2 can kill absorbing tanks (if you ever start shooting one by mistake).
What blocka?: armour debuff and #2 anti-tank utility (with disarm).
Kaaboom: aoe punt, great for fighting WHs when they had their opening. Use with caution in orvr because organized parties will push right after da boom! Combine with Sticky squigs for CC effect and increased self-punt range.
Sticky squigs: paint that ground green!
Run'n'shoot: basic dps skill.
Plink: stationary, AP hungry. Decent dps, great range.
I have this skill equipped for range-checking purposes though
Tastes like chicken: eat a squig. Live longer. Summon next squig instantly.
Farty squig: make your squig go boom! Summon next squig instantly.
Behind ya!: finisher. It's instant, so use it on those running away targets when run'n'shoot would build too long. They already have their backs at you.
Their APs are gone with the Flee.
Their HP - low.
Go for it
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Da Waaagh is strong: longer dots = more dps and less APs you have to spend in rotation. 2nd best squig tactic IMO
Wazzat behind you: auto-detaunt. How cool is that?
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Yer Bleedin': Believe it or not, this is my #1 killing skill. Combined with 24 seconds dot tactic it just eats away those HPs. And eats away. And eats away...
Rotten arrer: #1 usability skill. 50% less healing on target. That's 50% less from all sources! Requires dot cover-up (yer bleedin' maybe?

Drop That!: #2 usability skill. Range disarm with 3 types of effects you can combine it with. First line of defence against SWs and Engies, 2nd line of defence against WHs, excellent for disabling and killing melee WPs, getting that extra ooomph on AMs and RPs, #1 tool for killing tanks. Did I mention you can pre-load your squig and send it to disarm that sniper engie before he has a chance of opening up? Followed by...
Shrapnel arrer: -75% on range for 3 seconds with 5 second CD. Engie range problem? What engie range problem?

Choking arrer: 4 second silence. That means no casting! Funny enough it also means no IB self-heals

Run Away: why give up your APs with Flee when you can use Run Away?

Stop runnin: self-explanatory. Don't start rotation w/o it

Not so fast: Initiative debuff = more crits for you. Use before Lots of arrers / Exploding arrers for effect.
Lotsa arrers: your #1 burst skill. Need to be stationary so use snare before not to break range. Combined with armour, initiative, healing debuff and spiked squig buff skill gives decent crits.
- Combined with dots and explodin' arrer and squig burst gives lotsa dps.
- Combined with debuffs, dots, explodin' arrer, squig burst and m2 can kill anything.
- Combined with debuffs, dots, explodin' arrer, squig burst, Squig frenzy and m2 can kill absorbing tanks (if you ever start shooting one by mistake).
What blocka?: armour debuff and #2 anti-tank utility (with disarm).
Kaaboom: aoe punt, great for fighting WHs when they had their opening. Use with caution in orvr because organized parties will push right after da boom! Combine with Sticky squigs for CC effect and increased self-punt range.
Sticky squigs: paint that ground green!

Run'n'shoot: basic dps skill.
Plink: stationary, AP hungry. Decent dps, great range.
I have this skill equipped for range-checking purposes though

Tastes like chicken: eat a squig. Live longer. Summon next squig instantly.
Farty squig: make your squig go boom! Summon next squig instantly.
Behind ya!: finisher. It's instant, so use it on those running away targets when run'n'shoot would build too long. They already have their backs at you.
Their APs are gone with the Flee.
Their HP - low.
Go for it

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Da Waaagh is strong: longer dots = more dps and less APs you have to spend in rotation. 2nd best squig tactic IMO

Wazzat behind you: auto-detaunt. How cool is that?

Spoiler:
Spoiler:
1. Healer
either kill or disable: make them stop healing their party. Silence as often as possible. Snare.
2. Caster
either kill or disable: make them stop hurting your party. Debuff heals as often as possible. Reduce range.
3. RDPS
Anti-sniper mode: on. Disarm them and reduce range as often as possible for lower enemy pressure.
4. MDPS
By this time they figured out hitting a tank is pointless and either go after you --> kite, or they go after healers. Kill with extreme prejudice. Disarm as soon as they approach your healer. Snare them to let a healer get away.
5. Tank
last man standing. Disarm and let your mdps take care of him. Debuff healing as often as possible. Lower armour and initiative to make your team's life easier.
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If ANYTHING hits your healer that target gets priority #1.
either kill or disable: make them stop healing their party. Silence as often as possible. Snare.
2. Caster
either kill or disable: make them stop hurting your party. Debuff heals as often as possible. Reduce range.
3. RDPS
Anti-sniper mode: on. Disarm them and reduce range as often as possible for lower enemy pressure.
4. MDPS
By this time they figured out hitting a tank is pointless and either go after you --> kite, or they go after healers. Kill with extreme prejudice. Disarm as soon as they approach your healer. Snare them to let a healer get away.
5. Tank
last man standing. Disarm and let your mdps take care of him. Debuff healing as often as possible. Lower armour and initiative to make your team's life easier.
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If ANYTHING hits your healer that target gets priority #1.
Da guide
Empire:
Spoiler:
BWs: Reduce range. Yar bleeding, rotten, not so fast, choking, burst, rotten, stop running, silence, burst, next.
If healed - silence healer, disarm BW. If guarded snare guard and punt with squig, continue rotation on BW.
WPs: tricksy ones
Open with armour debuff. Disarm when they are in melee healing, silence when they start healing with APs, rotten arrer, dots, disarm, burst, disarm, rotten, burst, next target.
WHs: Tricksy. If they get an opening you need to be quick! So with them going first start with detaunt followed by kaboom!, then stop running and go for standard kiting rotation. Use disarm if you screw up.
KOTBS: reduce armour. Disarm. Dot and kite. It's a tank, so why would you hit it anyway?
If healed - silence healer, disarm BW. If guarded snare guard and punt with squig, continue rotation on BW.
WPs: tricksy ones

WHs: Tricksy. If they get an opening you need to be quick! So with them going first start with detaunt followed by kaboom!, then stop running and go for standard kiting rotation. Use disarm if you screw up.
KOTBS: reduce armour. Disarm. Dot and kite. It's a tank, so why would you hit it anyway?

Spoiler:
AMs: reduce range. Debuff. Dot, dot dot, snare, silence, burst. Break LoS and re-apply rotation when needed. Next.
SMs: snare, dot, dot, dot, kite, debuff armour, kite, disarm, burst, reapply if needed.
SWs: same as engies - SW that opens is an SW that ends. So: start with reducing range, dot, dot, debuff, dot, reduce range, kite, kite, disarm and burst.
WLs: Gobbo bane
Set squig on lion and dot the lion, reduce range on WL (fcks up their Pounce), dot, dot, debuff, snare, reduce range, burst. And pray 
SMs: snare, dot, dot, dot, kite, debuff armour, kite, disarm, burst, reapply if needed.
SWs: same as engies - SW that opens is an SW that ends. So: start with reducing range, dot, dot, debuff, dot, reduce range, kite, kite, disarm and burst.
WLs: Gobbo bane


Spoiler:
ENG: Engie that opens is an engie that ends! Fortunately most engies loose it when faced with sudden range changes, their resummon has a CD so... Start with loading your squig up with disarm and set it on attack. Once engie is disarmed move in and reduce range, dot, dot, debuff, dot, reduce range, punt away from turret (either squig or kaboom), disarm, burst, reduce range, kite, burst, kite, disarm and burst.
Most engies forget about their turrets when chasing. Remember that even stunned with mine you can still order up your squig!
SLA: rotten arrer. dot, dot, dot, disarm, kite, burst. That easy.
RP: Debuff armour. Debuff healing. Dot, dot, dot. Silence. Burst. Rotten arrer, dot, disarm aaand burst.
IBs: better leave them alone
If you absolutely have to, use KOTBS tactic with more kiting and for the love of Mork, don't let them close 
Most engies forget about their turrets when chasing. Remember that even stunned with mine you can still order up your squig!
SLA: rotten arrer. dot, dot, dot, disarm, kite, burst. That easy.
RP: Debuff armour. Debuff healing. Dot, dot, dot. Silence. Burst. Rotten arrer, dot, disarm aaand burst.
IBs: better leave them alone

