Stringer Advice?

Masked_Katz

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Since playing as my team's dedicated fighter can stress me out sometimes, I'm trying to find an anchor weapon that will let me hang back while contributing instead, and since area denial is my specialty, I'm trying to explore the different stringers (reeflux not included) and I wanted to ask for advice on how to approach them.

Some observations I've already made:
  • Tri-Stringer(s) are backlines, and Wellstringer(s) are midlines, though they probably are still both anchors.
  • Wellstringer specialize in area denial much more than Tri-Stringer, yet the latter has better range and speed.
  • They all seem like good picks for Zones, sometimes on Tower, but really struggle with Clams and *Rainmaker.
    • (*though I think I'm missing something, since they are known for their great object damage.)
Other than asking about those thoughts, here's some questions I still have:
  • Besides being an anchor, what are your goals and responsibilities as a Stringer?
  • Why should someone learn how to play a specific Stringer over other weapons?
  • How difficult is it to play a Stringer? Which would you recommend for a beginner?
From the little I played of them, Custom Wellstring seems to be my favorite of the bunch so far (I really enjoy marking enemies, especially when comboing with the main weapon, just feels like a solid kit for displacement) but any suggestions or advice for any Stringers or the class in general would be greatly appreciated.
 

OnePotWonder

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Stringers are a tricky topic. I have some decent experience with both Tri-Stringer and Wellstring and they're essentially polar opposites with entirely different gameplans and win conditions. Tri-Stringer's focus is snipe shots, with its AoE as a secondary feature to flush enemies out from behind cover and maybe deal some chip damage. Meanwhile Wellstring's focus is walling out space at a distance with explosions, and sometimes stacking its arrows on the same spot to try and get splats. And also charging in as a pseudo-midline.

Tri-Stringer is best for players who value range above all else and don't want to play chargers. It's harder to use than chargers due to its shot spread, but has higher flexibility with its falloff shots. It can use its partial charge AoE to flush out enemies behind cover or buy an extra fraction of a second to escape danger, but the focus is fully charged direct hits. Even if an enemy is already chip damaged by Killer Wail 5.1 or Super Chump, it's better to go for full charges, since they're just more consistent for dealing meaningful damage. The weapon is ultimately very simple compared to Wellstring.

Wellstring is better for players who prefer scrappier, more flexible anchors. It has better paint and AoE than Tri-Stringer, but no ability to land long-distance snipes. It ultimately plays similar to Explosher, with about equal difficulty; it's far more ink efficient than Explosher but has less consistent damage on its AoE. Wellstring has pretty much all of the tools an anchor needs to be able to position more aggressively without dying: A close-range one-shot, a get-off-me tool (in the form of its partial charge explosions), and a kit that gives it a panic button and/or lets it locate any would-be threats and keep them at an arm's length. It works well both painting and walling out space at a distance, as well as pushing ahead with its team, though it's only likely to get splats in the latter case.

Outside of being an anchor, a stringer's goal is to wall out space with chip damage; Tri-Stringer sometimes picking off enemies with directs and Wellstring sometimes pushing ahead with its team. There isn't really that much reason to pick Tri-Stringer over a charger (Pencil), but that's true for most backlines as of now. Wellstring is good for comps that benefit heavily from its Point Sensor spam and constant location, though its vanilla kit is generally not worth picking outside of solo queue Rainmaker. All three are difficult in their own ways, but Tri-Stringer is the most solidly backline weapon of the bunch, meaning it has the strictest positioning requirement. Wellstring is the easier of the two anchors.

The main reason you bring a stringer to Rainmaker is to focus on the rainmaker; both of them can shred its shield up close and at a distance (with Wellstring making use of its falloff to do so), and its carrier is an easy target for stacked explosives. Just remember that if a teammate picks up the rainmaker, you have one less player between you and the other team. Try to pick it up yourself whenever possible; its playstyle it pretty similar to a stringer's anyway.

Not sure how helpful this was, but it's what I've learned from playing stringers here and there over the past couple of years. Hopefully you were able to glean something from it. Have a good day!
 

C-53

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I agree with all of the great points made by @OnePotWonder , and can add a few of my own….
  • Goals and responsibilities: Almost always be contributing to your teammates’ fights. vTri and cWell are especially good at this. Chip damage is the obvious thing here, but not the only thing. Paint support, zoning, corralling, and locating are all strengths to leverage when assisting, as well. vTri, in particular, can help from almost anywhere, as long as it takes relevant positions at all times, remains aware of enemy backlines, and consistently builds special charge.
  • Why play stringers: In my opinion, the biggest value is in the versatility. While I think the strongest play style for all of the stringers is a kiting midline anchor, all three of them can be adapted to nearly any role, making them useful in a wide range of game states and modes. They have range, paint, aoe, one-shot capability, do not require line-of-sight to fight, decent movement, and sometimes even stealth. Whenever I get placed on a solo team with another anchor while playing Well or Tri, that is fine, because I can fill so many other roles. On my comp team, we don’t really worry so much about double-anchor comp restrictions outside of cumulative charge time concerns, because we tend to use multiple midline anchors and swap roles frequently.
  • Difficulty: This kind of depends upon map/mode, and level of competition. I think that each of the anchor stringers has at least one “easy map/mode” that are forgiving-enough to be good for learning…
    • vTri - Mako TC (positioning is straightforward, offensive tower riding is readily achievable, peak spots and retreating jump points are plentiful)
    • Inkline Tri - Hagglefish or Romen SZ (sprinkler is actually good here, sightlines are some of the best in game, anti-backline peak spots are strong, you are hard to approach and hard to chase, you can almost always be painting zone)
    • vWell - Humpback or Brinewater RM (you get pop, you can own the chokes on these maps with your main/sub/special, terrain can negate your bad matchups here - and as such, you can often engage at any range if you see the oppo coming)
    • cWell - Inkblot TC or RM (you can do a lot of disruptive things here with falloff shots behind cover, the checkpoints are easy to zone out, and location can be so strong here for a bunch of reasons - ledges abound, how much everyone prioritizes playing off of the stacks and sneaking bats)
 

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