Here's a Mod 17 "Trapper" concept build that former Trappers might find fun to try out if you happen to have a spare loadout. I do play Warden Melee too, but I've been trying out some alternatives. This particular build is an attempt to compete with Warden with as close to a classic trapper experience as possible and also hard hitting enough to provide viable DPS for most settings. Warden is still safe it seems, but if you're bored with Warden and have a spare loadout, then you might enjoy this, if you can manage to get a smooth rotation going. Also, this may be a little too advanced and too complex for some new players. #TrapperForLife #HappyHolidays
Available from Google Drive @
http://bit.ly/YarrowHunterTrapper
Comments
For example, I did some testing with Dread, because on the surface, it would seem that it procs the same magnitude damage over time (10 mag per second over 4 seconds) as does a Bilethorn enchant (40 mag after 4 seconds), but that isn't the case in practice. Successive applications of the dread enchant seem to cancel out previous applications if they occur during that four second window, however, Bilethorn seems to proc regardless of how many times it is applied during that 4 second window.
Overall, nice job.
I do think Thorned Roots can be a good choice if a fight lasts long enough. Some fights are so short though, you are lucky if you get one tick. Even in Tales, often the groups I'm in will just wipe the floor with the mobs. But I can certainly see in boss fights, and of course there is TOMM, where Thorned Roots has a chance to shine given the length of the fights.
Also, some of my tests lead me to believe that the crushing roots class feature is not working so well? I'm curious to hear other opinions on this. It seems to do basically the same (grasping roots) in ACT with or without the feature.
Born of Black Wind: SW Level 80
Born of Black Wind: SW Level 80
Born of Black Wind: SW Level 80
I also am testing using STR/CHA for attributes. Every point in CHA is ~0.33 seconds better recovery. At least that's what it looks like from my initial test.
In addition, to handle AP gain, the Primal Gwanitis boots are a crucial element of the build because you can get a lot of AP over the course of fight when killing mob members and adds around a boss. As @jman3l#5579 mentioned, the Envenomed Storyteller Journal has a nice AP gain feature too. And while I do not mention it (and I need to update the guide about it) I do run Black Ice overload enchantments and use dual Alliance Battle Horns in the tray (note that they do not stack). Between these things, I find I have plenty of AP. Disruptive Shot only requires 25% of available AP and the rotations only indicate to fire it once or twice but there is capacity to fire it once or twice more as needed.
I won't suggest it is quite as fluid as in the old days when trappers had those amazing cooldown feats in which we could sprint thru the rotation (rinse and repeat) as break neck pace. But with some discipline we can manage the pace of our rotation, including managing the use and recovery of AP, such that we can keep things going.
I also think that the core stage of the rotation is the ranged stance. Everything else basically wraps around that to buff and facilitate those powers and ensure they can hit hard.
I'll add, Crushing Roots does work as far as its effect on Thorned Roots. Without it, you get 4 ticks of damage per target hit. With it, you get 9 ticks of damage per target. So not only does it double the time, it actually more than doubles the damage due to that 9th tick.
Have you tried CHA attributes instead of DEX? It isn't much, but that small recovery buff might take some of the pain out of that rotation haha.
I'm not always perfectly consistent and mistakes do happen, but have found with practice it seems to get easier and smoother. I do think it's ok to use charisma though if someone wants to.
The nerf to warden does hurt though. It's about a 7.5% damage decrease =[
Ty all!
Born of Black Wind: SW Level 80
10% from more than disruptive
10% from AotF
10% from predator
50% buff to ranged via first feat
Thorned roots buffs
I'm trying to compare to nerfed warden
20% from focused
~10-12% from skirmishers gambit
It could be better considering that LSS will hit like a damn tank with those feats. But is thorned roots and forestbond feat enough to compete with blade storm and enhanced conductivity is what I'm wondering.
I agree. In fact, I am in the midst of finishing a second build guide (similar layout as this Trapper one) for a 100% bow build. I'm planning to share it before Christmas and it presents a dual loadout approach like you describe, among other things. There are still a couple key twists you didn't mention. Anyway, mostly I was just noticing the appaulling lack of such builds and thought it would be fun for the holidays to post a couple alternatives to Warden Melee. Ok, sure, there are a few alternative builds out there, but not like the attention Warden Melee has received. Obviously we all know why too. Hunter and ranged in general have some significant challenges. More so even for Trapper. I figured I might get roasted alive for posting such utter nonsense, haha. That type of thing has happened to me with my prior builds. But I have a thick hide. And I'm certainly glad for the mature discussion that has resulted so far instead. I just don't see the point in posting another mainstream build when there are so many of those out there already. Challenging and unusual builds are far more interesting I think. I do run Warden Melee too. I would be silly not to. But there is a significant portion of the time that I am running something else. I think it helps Rangers to learn a lot more about the effective use of their powers when they try a lot of different things. And it's fun.
And in Mod 18, it might even be more than just merely viable. We'll see!
I stole your build and am clearing trash now until I get back into it, I haven't touched Trapper since I tried out early M16 preview. But I can really see the effort to get the "feel" of trapper back, something that is not easily understandable to people that haven't played it, it seems, but what always kept me hooked even when combat was already shining. I have yet to spend more time on the Hunter loadout, but I'm glad that I kept some of the ranged bonus gear for HR (just to be sure )
But specifically comparing the Demise set with the Orcus set, I'm not completely sure on that. The Orcus bonus will vary based on the hit points. It may not be much difference between these two sets and the Orcus set might have a slight advantage.
But I think the Music Box set will clearly be better where parties are concerned.