The Astrek Raptor is a stealthy assassin, gaining deadly tools for both close combat and long range.
Raptor is a very well rounded frame, but does require a good amount of ranks/gear/skill to make work properly. With Smokescreen, Raptor has a decent defensive solution as well as a unique method of recharging it's HKM. Smokescreen also serves as a decent support ability with it's large radius - it's easier to protect a squad than it is with Electron. However, Smokescreen does have a few quirks - such as being static Damage Reduction and not working while activating objectives. Overload is where Raptors damage comes from, but Overload blocks HKM Charge while active - so you need a good method to reset overload once it's duration ends, which makes Raptor a somewhat difficult frame to play. As another bonus, Raptor has a decent movement ability - with high range, Assassinate can teleport you a good distance in any direction for easily moving to objectives.
| Slot | Name | Description | |
|---|---|---|---|
| Primary weapon | Charge Rifle | The signature weapon. A new Raptor starts with the C51 Osprey. | |
|
Ability | Smoke Screen | Deploy a smoke screen. Allies can step through the smoke screen to become invisible and gain 20% damage reduction. Firing within the smoke screen will reveal players for a short amount of time. |
|
Ability | Assassinate | Teleport to a targeted enemy to stab them. If the attack kills the target, the cooldown of Assassinate is refreshed |
|
|
Ability | Teleport Beacon | Shoots out a deployable beacon which attaches to a flat surface. Activating this ability again will teleport the Raptor to the beacon. Empowered effect : The Raptor gains a massive movement speed bonus after teleporting. |
|
Ultimate | Overload | For the duration of Overload, your signature weapon has improved charge speed and chains damage to enemies near the point of impact. |
That's the kit the battleframe is built around. Secondary weapon, auxiliary weapon and the rest of the gear are up to you.
| Level | Perk | Effect | |
|---|---|---|---|
| 10 |
|
Head Hunter
1 point |
Increases critical damage by 10%. |
| 15 |
|
SIN Precision
3 points |
Targets you place into SIN are visible behind walls. |
| 20 |
|
Microcompression Suspension | Absorbs ground impact energy, allowing safe landings from great heights in the events of jump jet or pilot failure. |
| 20 |
|
Grenadier
3 points |
No description in the client data. |
| 25 |
|
Feedback Circuits
3 points |
Reduces all Energy damage taken by 10%. Additionally, after taking Energy damage, stores 20% of damage taken. This damage is unleashed on the next target shot with your weapon within 10 seconds. |
| 25 |
|
Physicist
3 points |
Increases weapon charging speed by 10%. |
| 30 |
|
Tactician
6 points |
When you inflict a critical damage, there is a 20% chance of resetting your ability cooldowns. This effect cannot occur more often than once every 60 seconds. |
| 35 |
|
Energy Shaping
6 points |
Increases melee damage by 15%. Attacks with Sword-type Auxiliary Weapons now deal 50% additional damage from behind the target. |
| 40 |
|
Energy Spikes
9 points |
Activating an ability will deploy an energy spike trap at your location which lasts 10 seconds. Enemies in the trap are snared (-60% movement speed) and take damage over time (10hp/sec at level 1) while in the trap and for 2 seconds after leaving it. |
| 45 |
|
Arcing Bolts
9 points |
Energy weapons chain weapon damage to an enemy within 10m. Each arc inflicts 30% damage and will continue to chain to new targets within 10m. |
How the points work is explained in the perks guide.