Ahhhhhh. The Nomad. I have been longing to get to this one. And I waited…patiently oh have I waited. I have leveled him up to 20. Got a fair amount of the cards to level 4-5. Some 3’s but those are mostly the gold ones and a couple purple. I have seen the way it stacks. I have tried a number of different combinations that spoke to me based on the cards provided, the maps to be played on and the difficulty modifiers. I am excited to share with you my findings and to speak on what I liked and what I didn’t. If you have made it this far, thank you and let’s begin.
Beginner: Any one eyed jack with a 1 second responsive reflex can stomp a hole through any beginner mode, but there is nothing quite as satisfying as doing that with a Gnasher. This build focused on CQC (Close Quarters Combat). It harkens back to the classic Kait of running and shotgunning. It is very satisfying really and putting one in the back of a fleeing scion is Glorious.
Nomad Armor: The bread and butter. I often find myself taking this card into high tier as a mandatory fifth and sometimes first due to the close quarters nature of this “Sniper” Class.
Gnasher Proficiency: Gotta have those gibs. Of course you bring the shotgun damage card with you. Also…ever been increasingly salty about shooting a juvie point blank on higher tiers and it didn’t die? And then shortly after you did…yup this card basically denies that.
Powered Sprint: The Horde card, literally worthless in any other mode. This turns a hectic battlefield of swarming enemies into lunch buffet. I almost feel compelled to use it, but thankfully when you are sprinting non-stop and going on a murder spree, not having to rest to heal is actually beneficial.
Precision Resistance: Gotta stack that defense baby! Never know when a sniper will take a pop-shot at you while you are bouncing around or running them down. This just makes you that much more formidable.
Menace: This card is gold…well not actually in rarity, but in application. Everyone once in a while you will down an enemy instead of gibbing it. Get a quick execution and recharge you fear if it’s spent.
How it ^ works: Essentially you run around hitting corners and hunting down the enemies 1 by 1. You take up a solitary position away from the team. When the round starts usually 1 or 2 guys will find their way to you and the killing begins. Stay mobile, rush the enemy get in their face, shotgun em, heal and move on to the next one. Stay on the flank, apply fear when in combat with scions, look for executions when your ultimate is down. It’s on beginner so it’s easy, fun, and quick. Alternatively you can switch around precision armor with faze and pick up a retro lancer. It’s just as satisfying.
Advanced: This is where things start to get interesting. You will notice the same wild and crazy playstyle mentioned in beginner won’t fly here…at least not past wave 4. This is where the Nomad branches away into a more conservative operator. There are 2 possible paths for you to go here. Fear or Sniping. We will start with the fear build.
The Stack (Fear):
Nomad Armor: I cannot for the life of me stress the importance of this card. This build will focus on executions and proccing fear to keep the flushers out of your base and help your teammates. Getting shot in the ■■■ while you go for the chainsaw execution/retro sprint and getting downed is the worst and most embarrassing thing that can happen.
Execution Shield: The bread and butter of this build. As long as you can get to one, you can get to all of them.
Faze: The meat and cheese of this build. Getting that first execution at the gates…preferably littered with spike walls or razor wire, turns a full on enemy push into a slaughter house of maniacal butchery. Like leather face running down a victim, the beat will go on until every enemy that pushed those gates is a bloody mess.
Menace: This little golden ticket right here. Proper application of your ultimate right before a push, with about 3 enemies on the ledger to get sawed down, will see your ultimate safely back in your possession once the dust settles or just in time for the next push.
Terror: This card is a must. With all the executions you should be doing, you will have no problem getting your ultimate back. So you can use it with impunity, but I would save it for things like pouncers, scions, guardians or sentinels, that make it into the base or get to close. This gives your other teammates much needed time to kill the enemies before they come back or save you from what would be a fatal push on the enemies hands. Gives you time to pick up friendlies, refill turrets, rebuild walls. A lot can be done in 15 seconds.
How it ^ works: You need to develop a base of operations. Good fabricator placement where you can chokehold the enemy at certain points, litter those points with spike traps/Razor wire. Hard close the points with an electric fence and then you stand sentry at the entrance hugging the wall. The rest is history. Also you are going to need to acquire a retro lancer or a MK. 3 Lancer.
The Stack (Sniper):
Acceleration: Location, Location, Location. Get to a location with a neat vantage point. The ends of long hallways, or balconies overlooking large swaths of land. You have to maintain that 15 meters distance to get the most out of this build.
Rain Down: ONLY on certain maps that have elevated points where you can, on a majority of the time shoot down on the enemy. Otherwise…
Fearsome Aura: (On maps that don’t offer height differences or it’s very weak options for it.) Playing peekaboo with an elite drone or sniper all the way down the hallway? Fear his ■■■, make him stick his head up and then pull of a active reloaded DOUBLE damage shot.
Consecutive Shot: This card is broken…in a good way. Starting from your first critical hit, so essentially an all the time damage increase of X% per shot up until you miss and capping out at 200%. Versus slow moving/stationary targets…Scions…Stumps…Swarmak Blisters…etc…You can ramp up the dps very quickly and take down those foes.
Intimidation: The name of the game is headshots, but I am going to be honest, this card won’t come into play as much as you would want it to. The reason being is the 5 meter requirement, but when it does!!! Imagine Fearing a group of enemies taking cover close to each other. Then you pop of them. Then this card activates and they are feared again. Which stuns them for 1.5 seconds. Then you pop another one in that time frame. The remaining ones are stunned again…you get it. When it works… you can rack up a kill chain like no one’s business, but most of the time you will be getting solo kills or making the enemies run away from you. Still a really good card and works well at stopping a push on your gates if you can just get 1 of them.
Lifeline or Nomad Armor: This card is paramount. Most times you will proc intimidation and you won’t have the time to chain it. This doesn’t mean that that feared enemy can’t be killed regularly by you or a teammate. When that happens, the killer is awarded with a full health bar and some stim on top of that. Useful for when you are shooting a drone or Scion in the backside and get the kill that way. That’s for lifeline, if you were using Nomad Armor: Well that helps you put precision shots on an enemy without having the fear of going down immediately.
How it ^ works: This one is pretty much summed up in the card choices, but I will put briefly here some substitutions. You can choose to not run Lifeline or Nomad Armor and instead get Markza Mastery. This helps you with more damage down the line and a good suitable replacement to a longshot. You could also keep Lifeline and instead of Rain down or Fearsome Aura you could Run Armored Shot. This would allow you to kill an enemy at range, get stim and then start to apply bleed to a target…usually bosses/Scions…etc. Either way, you want to focus your damage perks in game as soon as possible to profit off of this build.
Inconceivable and Beyond: FEAR,FEAR,FEAR,FEAR,FEAR. If you aren’t causing fear, you are not contributing to the team. Stay down and keep your head low, prioritize executions, and use that fear as much as you can, but especially when threat of overrun is imminent. Stick to the walls, don’t be a hero or lone wolf.
The Stack (FEAR):
Terror: BET you didn’t expect this one? This is the MOST important card. Fear the whole hord for 15 seconds! For fifteen seconds you and your whole team gets to breathe and regroup.
Fearsome Aura: I Bet you saw this one coming. This distance of that fear is of paramount importance. You want to catch as many enemies in it as possible. Position yourself in cover at the front of your base to affect the most distance and let it rip.
Faze: Hug those walls, turn flushers away, buy time for your team.
Execution Shield: Nothing like going down immediately after an execution, This should stop that.
Menace: Prioritize those flusher executions, get your ultimate back as often as you can, and keep it ready and don’t be afraid to use it!
How it ^ works: Keep your head down, you are not a major damage dealer. Your role is shot kills, it is specifically executions and spreading fear. Keep the enemies off your team’s back and they should be able to handle the rest. I only wish there were room in this build for Lifeline.
The Conclusion (Tl;dr): The nomad is increasingly fun on lower difficulties and you can be aggressive, but at higher tier, you are subjugated to a more support role. The truth is, there isn’t enough damage down the line or reward for doing so to justify risking your head by trying to be a substitute Marksman or ■■■■■■ infiltrator. Stay at home (In the base) and keep the enemies out of the base. Prioritize team revives and set traps with grenades. When a boss shows up, you have to trust in your team. You focus the flushers and Scions…etc…they should focus on everything else. This is sad though. Because at high tier, you don’t have enough damage to stand toe to toe with the other assault classes. It makes me wonder why it’s even a assault class to begin with? It’s about as useful as the combat medic…which is to say very useful, but in a support fashion.
Menace: Currently awards ult recharge based on executions. Add in a clause for critical kills as well (Sniper headshots) This would be amazing and give the class a reason to pop some drone heads.
Faze: Remove this card and place it’s contents as well as the 10meter affect radius inside of the Intimidation Card. One card to fear them all. Executions or headshots.
Armored Shot: Remove the stim requirement on this card and replace it with critical hits instead. This would allow you to bleed anything you hit critically.
Concussive Rounds: Can we add some damage boost to this card? Please!?
Thanks for reading if you did and if you enjoy it, leave a comment. I am happy to discuss.